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MISSIONS: The New Tournament
War is rarely if ever about genocide. Battles are usual fought over something be it territory, resources, objects, information. So why is every Heroscape tournament game about wiping out your opponent? For sometime now we’ve all heard if it’s not broken why fix it. The problem is this format has lead to the vast majority of the 156 units not being tournament worth. Yes there are events where some innovations have been made such as “Heat of The Battle” and General Wars” to bring more units into competitive play but with the same end winning conditions in mind. This is a major issue that needs to be rectified? All Heroscape units have a niche and a purpose. Even the lowly Dund or DW7000 can shine in the right circumstances. Heroscape started out with adventure in mind and somewhere along the lines it was replaced by hyper competitive destructive nihilistic intentions. The best chance of expanding and improving the tournament scene going forward is to bring back the adventure and still provide a competitive arena. There is a better way to conduct tournaments and it is Missions. What is a mission? A mission a scenario that begins with a Situation adds an Objective and possibility some Hazards. The greatest game ever created, Chess has a simple goal capture the King. Simple yes but simplistic, no. The ideas presented here require players to come out of their stating zones and get involved in developing strategies. Winning will require more than selecting the most powerful figures and turtling within the “pod” at the back of the starting zone. This tournament formula has been in development for over a year now and tested on several occasions. The material presented should allow planners and organizers to develop tournaments that are more interesting, challenging, diverse, and ultimately more enjoyable, entertaining, narrative and fun than ever before.
How it works? We start with a condition or situation, the position in which the armies are placed in relation to the surroundings with regard to external circumstances or influences. What this means in game terms is you are given the position in which the armies start the battle and apply some peripheral environment to it. An example of this is “Heat of the Battle”. Then we add to this an Objective, a goal that can be reasonably achieved within the expected timeframe and with the available resources. We can use our example “Heat of the Battle“, in which the goal up until now has been “Kill’em All”. Optionally we can add on Hazards, an obstacle or possible source of danger. A GENCON used Hazard was “The cursed lands” where walking units are forced to roll for possible damage at the end of each round. Up until now these things have been added sparingly to tournament play and usually individually encompassing the entirety of a tournament’s focus. Here we are going to meld them together into a single game and change them each game played in a tournament without allowing players to change their armies. Its not that players shouldn’t be aware what the Missions will be, prior to arriving for a tournament, but that their drafted army will need to endure a variety of circumstances. The Missions can set out in a number of different methods. For example round one a player might be involved in a Skirmish where they need to capture their opponents Flag. Round 2 brings an Escalating encounter to gain a Territorial advantage, survive an Ambush in round 3 and so on. We see the story being built as the player walks through the tourney. A major effect this will have is on army building forcing players to bring more balanced armies than ever before. Each Mission is given a Victory condition, at which point the game ends and the mission is complete by one or both opponents. A clear cut victor may be declared immediately in many instances, while others require calculating of victory points. It is important to pay attention to how victory points will be calculated for each mission. Special points are awarded in some missions for completing tasks on the board. Some missions use a figures remaining in battle method while others utilize figures eliminated. It is imperative that players familiarize themselves with the missions chosen and play accordingly. Why use different methods for each mission when an overall method has worked well up until now? In the past battles were always with singular purpose. Now that each battle has its own purpose they need to be treated differently to accurately portray success in a particular encounter. It may be to a player’s advantage to sacrifice the majority of his model to secure a goal where his opponent loses very little material but fails to complete the objective. The main goal here is to develop an accurately process of determining game winners. Individuals are encouraged to balance points awarded between different missions to keep a level playing field within the confines of their tournaments. Designing the Missions On this page you will find three charts listing a number of different Conditions, Objectives and Hazards used to make up a wide variety of Missions. Each entry is detailed fully in the subsequent pages. Some work better together than others so use your judgment when combining Conditions and Objectives. These charts provide a solid starting point for developing missions tournament coordinators are encouraged to be creative and develop Missions. It is advised that the first time you develop a Missions tournament you chose the maps first then assign a Mission to each map. It is possible to play most combination on just about any tournament style map. Don’t be hard and fast with the starting zones offered with the map you may need to alter them. Select 4-5 Conditions and Objectives that present players with a mixture of challenges. Choosing too many goals and conditions of the same type defeats the purpose of adding missions to your tournament. Now decide which ones to marry together and select a map that suits that Mission best. Example a Retrieval mission set in Darkness may best be played on a Road and Forest map as opposed to a Lava map. An Ambush – Extermination is better suited to a jungle map. Use your judgment and consider what it is the players are trying to accomplish. Hazards are an option that should be used sparingly. Generally they are used to spice up more mundane Missions, not to cause undue hardship for players in completing the mission that is their opponent’s job. If we select a simple Skirmish- Extermination (current standard scenario) adding a Hazard is a great method of adding an extra challenge to the match. Next build the map and layout where starting zones will reside. Where necessary carefully choose the position of any glyphs, markers, areas and/or divisions in the map. Prepare a mission card that states what the mission is, where the starting zones are (Ex. areas outlined in blue dots), Setup rules (including any glyphs used), goals, game length, victory conditions (very important) and special rules (Ex. Hazard). Subsequently any other material necessary to play the mission such as cards. Familiarizing your with the different Conditions and Objectives offered will permit you to make an interesting and dynamic tournament. Game Length Time is always of foremost concern for every tournament organizer. Keeping the event moving along schedule is usually done with time limits for each game. An easy tried and true method I’ll agree but there is a better way. Think way back to when you opened your first master set and began reading the rules. How was the game length determined in those games? That’s right by number rounds. Well its time to get back to basics and return to number of rounds determining game length. When we apply an Objective to a game it is important that we determine how long players should have to achieve said objective. Most tournament rounds operate in the 45 minutes to 1 hour time slots. To meet with this tournament organizers need to stay on time coupled with the need for missions to be challenging, mission length should be 6-8 rounds in length. Some special missions may be longer, shorter or be variable in length with end determined by a die roll. Each Objective listed here is given a length of time to have games finish in approximately 1hour. A time limit can be added on to keep games from running on for an extended period time due to slow play. It is wise to list the Game length as Number of Round or 1hour time limit. Maps The importance of map size can not be over stated. Finding the right map in the current setting that does not provide range or melee with an advantage is difficult. The preferred practice of symmetrical maps may not be necessary in most Objective missions opening up cartographers to create more intriguing battlefields. Still the standard practice of using one master set and up to 2 terrain expansions per tournament is the fit for the situation. Most current tournament maps will work perfectly for a mission’s tournament but this will open options up for more creative endeavours. Starting Zones I’m reading an event listing that says “Army size: 500 points”, great. As I continue reading it says “that does not exceed 24 hexes”. What!? I can choose an army but if it’s take more than 24 spaces I can’t use those extra figures? That’s flat out wrong and needs to be rectified. Five hundred points should be Five hundred points period, so how do we address this situation. First it is agreed that their needs to be a limited number of starting spaces for each map, but each need not be 24 spaces. Indeed several of the Conditions put forward here don’t exercise standard starting positions. For those that do an allotment of 20 – 28 spaces depending on the map builder’s whim (what makes sense for that particular map) should be applied. Players with units that do not fit in the allotted starting spaces will start the game in reserve. You may not choose to keep a unit in reserve. Units only start in reserve if your start zone is full. When starting a unit in reserve the entire squad and not just one or two figures must be placed in reserve. Reserves follow rules to enter play related to the Airbourne Elite’s “The Drop” ability as follows: Reserves At the start of each round, before you place Order Markers, roll the 20-sided die for each reserve Unit. If you roll a 15 or higher place figures on any empty spaces at the back edge of your starting zone. You cannot place them adjacent to enemy figures, or on glyphs. If no empty spaces are available or not enough for the entire unit, the unit will not enter play and must be rolled for again next round. Note: The intent of this rule is to allow players to draft their entire point allotment without penalty. Glyphs A great deal of debate has been made about the value of glyphs. There are a number that easily tip the balance of the games. Most of those have been removed from tournament pools. The current standard of 2 glyphs per map needs a little shake up. A single glyph is often better than 2 for Missions where only Conditions are applied. Positioning of glyphs is always a key element. The focus on glyphs is lessened by player’s motivations in completing goals as a main concern. Glyphs can still be used as an integral part of the game. Their impact should be carefully considered for each individual mission. A glyph may not have a great impact on one scenario but could also allow one player to be dominant in another. In games where demanding objectives are employed it is recommended glyphs not be used. Army Composition One of the ways organizers have been trying to bring some variety to tournaments is by changing the way in which armies may be composed, some of these variations include melee only, general specific, teams, mixed Marvel and unique heroes. Any of these themes can be part of a Mission’s tournament. It is highly recommended that all armies no matter the size or other stipulations imposed always include at least one unique hero. The rational is based on the fact that armies follow a chain of command. We may be the generals pulling the strings but we still need our right hand on the battlefield to get the troops to follow orders. Besides this is still Heroscape last time I looked not Squadscape. I leave all other composition rules up to the organizers whim. Most of these Missions work best in the 400 – 600 point range. Putting it all together Now that we have a set of Missions, chosen glyphs if any and set drafting parameters for participants, its time to put it all together. In devising a tournament scheme it important to decide whether you wish all players to engage in the entire set of scenario’s as a story format or are they to be used in a more random fashion. No matter which method you choose there will be advantages and disadvantages. Method 1 Preset Order In method I in each round of the tournament all matches will play the same mission. These need not be played on the same map. Presetting the MISSIONS order of the missions has some advantages with scoring and Swiss draft selection. The disadvantages are that different maps may not play a scenario as fitting as other. Care is required with map selection to ensure that the scenarios prepared will be accommodated by all maps. Best of all a campaign of this nature will ensure your players leave with a grand tale of adventure and conquest. I have had great success with this method. Method 2 Missions set According to Maps Presetting all the missions with maps as described in the designing section is the easiest method to follow. The down side to this method is that all players may not playing all missions and may end up play multiple games of some missions. This may or may not be to the player’s advantage. This says a lot for preparing an army that is ready to play any kind of mission. The upside is ease of implementation for directors. A straight win loss Swiss method of draft selection is straightforward to implement. Method 3 Random Selection A table numbering and detailing each of the missions is supplied at all tables. Before each game a die is rolled to determine which mission will be played. Problems that may occur using this method include lack of supplied pieces (glyphs, figures, cards), difficulty of mission implementation on certain maps, and fudging of results by participants. If players do not want to play a particularly hard mission, this will happen. Advantages include minimal set up time and prep for directors, and quick turn around after a round to begin the next. As I looked back through the Battlefield and Scenario Booklet that came with the first master set I wonder how we let Realin, four figure squads and Major Q9 take over a the game. That first booklet is packed with fun adventurous competitive scenarios. The hyper-competitive nature of people will always exists but as tournament directors it is our job to bring the fun back to the tournament scene. As a friend of mind says, “I hear the splash of the boots, clashing of swords and the thunder of the guns in my mind as I send the troops off into to battle”. Why not give those battles a little more meaning than opponent cleansing. It is my hope that the community will embrace Missions and it becomes the new tournament standard. I have just scratched the surface of what can be done with this concept. An injection of spice and variety will keep the tournament scene alive and vibrant for years to come. Plus Deadeye Dan and others ought not to need as many dustings. The Meaning of Life is to Give Life Meaning! The More I learn, the Less I know. |
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#2
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Re: MISSIONS: The New Tournament
Code:
Conditions (Situations) 1. Skirmish 2. Heat of the Battle 3. Escalating 4. Ambush Setup 5. Darkness or Fog 6. Neutral Units 7. Twilight or Dawn 8. Sustained Attack 9. Skirmish II Objectives (Goals) 1. Extermination 2. Capture the Flag 3. Retrieval 4. Take and Hold 5. Rivals (Kill the General) 6. Territorial Control (Sectors) 7. Invasion 8. Escape (Behind enemy lines) 9. Domination 10. Wellspring Hunt (Excavation) 11. Destroyer 12. Traitor 13. Messengers 14. Emissary 15. Suicide Squad 16. Hostage Hazards 1. Deep Water 2. Quick Sand 3. Cursed Lands 4. Forest Fires 5. Storm 6. No Fly Zone Skirmish Setup: Players set up in standard start zones Special Rules: None Heat of the Battle Setup: There are no starting zones; players will take turns placing one card’s worth of units anywhere on the battlefield except on glyphs until all figures are placed. Special Rules: None Escalating Encounter Setup: Players start with only one cards worth of units in their starting zones. All other units start in reserve. Special Rules: One reserve unit, chosen by the player, maybe automatically brought on to the battlefield at the being of each round. Roll normal reserve rule remaining units. Escalating Encounter condition adds 2 rounds to normal Objectives game length. Ambush Setup: One player will be designated the attacker and the other the defender. Players roll D20. Higher rolling player chooses which position he would like to play. Defender will set up first with all of his figures in middle of the board. Defender is not allowed reserves and must place all units on the board to begin the game. Attacking player will setup last placing all his figures on the outside edge of the map. Special Rules: Attacking player receives initiative for the first round. Darkness or Fog Setup: Players set up in standard start zones. Special Rules: Battle is being fought at night of in dense fog, this has reduced visibility. All ranged abilities requiring Line-of-Sight have range reduce to 3 spaces. Neutral Units Setup: Players set up in standard start zones. A neutral unit is placed in the center of the board. Special Rules: Neutral units can used in a variety of ways, as a target, as a friend or object controlled of by an adjacent units, they may be a captured or eliminated for extra victory points, or they may strike back. They may move in a specific pattern at a specific time, be stationary or automated. How they are used should be determined before the tournament. Being creative with neutral units is a great way to spice up games. Twilight or Dawn Setup: Players set up in standard start zones Special Rules: This game is similar to Darkness with these exceptions. The game either starts in daylight or ends in darkness or beings in darkness and end in daylight. At the beginning of the 3 round roll the D20 each round until settings change. Lighting changes if you roll 10 or better. When the night is in play all ranged abilities requiring Line-of-Sight have range reduce to 3 spaces. Sustained Attack Setup: Players set up in standard start zones Special Rules: For every complete card of a common unit eliminated from battle you may at the beginning of the next round roll “Reserves”. If successful the unit may return to play in the normal reserves manor. Skirmish II Setup: Players set up in on two ledges of the map. Each player gets two adjacent edges of the map in which deploy his army. Figures may not be closer than 4 hexes from each shared corner. Special Rules: None Objectives (Goals) Extermination Goal: This is the standard Kill’em all. The objective is to cleanse the Battlefield of all enemy troops. Rounds 6. Victory: Player with the most points remaining at the end of 6 Round is the winner. Capture the Flag Goal: Each player will have a Glyph to defend just outside of their start zone. Player’s can move their figures onto their own glyph to defend it. Rounds: 6. Victory: Players can win by ending a turn with one of their figures un-engaged and on the opponent’s Glyph. Retrieval Goal: Five glyphs are placed around the map. Players must capture and return to their starting zone as many glyphs are possible. Rounds 6. Victory: players score 1 point for each glyph in their starting zone at the end of the game Player with the most points is the winner. Take and Hold Goal: An object (statue) or area (bridge) on the map is deemed important. Players must capture and retain control of the position. Generally the goal area should be in the center corridor of the map. It may be left of right of the player but should assessable to both players. Rounds 6. Victory: Player with the most figures (total points) within 2 hexes of the object or on the area at the end of the game wins. Rivals (Kill the General) Goal: Players nominate a unique hero as their Rival. Rounds Variable. Victory: Players can win by destroying their opponent’s Rival. Territorial Control (Sector Control) Goal: The Battlefield is divided into 4 or 5 equal zones. Players must capture and retain control of as many zones as possible. Player’s gain control of a zone by moving figures into that zone. Rounds: Variable number of rounds. Beginning with the 5th round one player rolls the D20. A result of 16 or greater means the game is over. Each subsequent round adds an additional +3 to result of the D20 roll. (Ex round 8 add +9) Victory: The Player who controls the most zones at the end of the game wins. Player controlling a zone is determined by the most figures (total points) in the zone. Invasion Goal: Both players are launching the out assault on enemy positions. Players try to get as many of their unit into the enemies starting zone as possible. Rounds 6. Victory: Player with the most figures (total points) in their opponent’s starting zone at the end of the game wins. Escape (Behind enemy lines) Goal: Both players are behind enemies and are trying to return home. To make it home a figure must move off of the board from a space that is in your opponent’s starting zone. Rounds 8. Victory: Player with the most figures (total points) that make it off the battlefield through their opponent’s starting zone wins. Domination Goal: Several glyphs are placed around the map. Players must capture and retain control of as many positions as possible. Player’s move their figures onto glyphs to defend them. Rounds: Variable number of rounds. Beginning with the 5th round one player rolls the D20. A result of 16 or greater means the game is over. Each subsequent round adds an additional +3 to result of the D20 roll. (Ex round 8 add +9) Victory: The Player in control of the most glyph at the end of the game wins. Wellspring Hunt (Excavation) Goal: Six glyphs (or more if you prefer) are placed face down randomly unidentified around the map. Five of the glyphs are traps, one is the Wellspring. The goal of players is to find the Wellspring by moving figures on to glyphs to reveal them. Rounds Variable. The game ends when the Wellspring is found Victory: Revealing Player is declared the winner. Note: This Objective works better on medium to large maps. Destroyer Goal: A destructible object is placed on the battlefield in a neutral territory. Player battle to destroy the objective first. This objective work well when combined with a neutral unit that can fight back (example a Dragon gone wild). Rounds Variable. Victory: The player who eliminates the objective wins. Traitor Goal: Players nominate a hero unit or one card’s worth of a squad unit from there army as a traitor(s). The nominated unit has betrayed your army! Give it to your opponent (for the game only – you’ll get them back). Rounds 6. Victory: Player who eliminates the most opponent’s figures (total points) wins. Double points (card value) are scored for eliminating the Traitor. Messengers Goal: Place four glyphs one in each corner of the battlefield outside of players starting zones. Players have a squad of Messengers. Use 3 extra medium size identifiable human squad figures. The Messengers have the following stats Life 1, Move 5, Range 5, Attack 1 and Defence 5 Special abilities Counter Strike and Stealth Dodge. They are treated as an additional card in the armies and may have order markers placed on them. Note: It is a good idea for organizers to provide premade army cards with Messenger stats. Rounds 6. Victory: Player with the most points remaining at the end the game is the winner. Score an additional 50 points if your messenger still alive. Score an additional 100 points for each messenger standing on a glyph. Emissary Goal: Players have an Emissary to protect. Use an extra medium size identifiable human figure. The Emissary stats are as follows Life 6, Move 5, Range 1, Attack 1 and Defence 2. He is treated as an additional card in the armies and may have order markers placed on them. Player primary objective is to keep their emissaries alive. Note: It is a good idea for organizers to provide premade army cards with Emissary stats. Rounds 6. Victory: Player with the most points remaining at the end the game is the winner. Score an additional 200 points if your emissary has survived. Suicide Squad Goal: Players nominate a hero unit or one card’s worth of a squad unit from there army as a Suicide Squad. If you nominate a Common squad or hero use an extra card with a special marker placed on it to indicate this squad. The nominated unit will start the game in enemy territory. Place this unit anywhere on your opponents side of the board outside of their starting zone and not adjacent to any opponent’s figures. Suicide squad members gain additional +1 Attack (normal attacks only) and Defense die for the entire game. Rounds 6. Victory: Player with the most figures (total points) that make it off the battlefield through their opponent’s starting zone wins. If your Suicide Squad dies, you receive +150 Victory Points. If they survive, you lose 150 Victory Points. Hostage Goal: Place a model representing the hostage anywhere in the opponent’s starting Zone before he places any of his figures. Use an extra medium size identifiable human figure. The hostage may NOT move until the owning player gains control of him. To gain control of the hostage, players must get any figure adjacent with the hostage. The hostage can then move freely with the unit (or figure) that rescued him. The hostage must remain adjacent that freed him. If that figure dies you get another figure adjacent to him DO NOT KILL THE HOSTAGES! They have priceless information BOTH armies need. Hostages have the following stats Life 3, Move 5, Range 1, Attack 1 and Defence 1. Rounds 8. Victory: Player with the most points remaining at the end the game is the winner. Score an additional 50 points for releasing your Hostage. Score an additional 100 points for each Hostage you have control of. Score -200 points for kill a Hostage. Hazards (Terrain) Deep Water Water tiles are impassable buy all figure except those with special water abilities. Fliers may not end their turn on deep water hexes. Not all wate tile need be designated deep water. Quick Sand After moving through a sand tile roll the D20. Modifiers Medium add +2 to the number rolled, Large figures add +4 to the number rolled Huge figures add +6 to the number rolled. If the result is 12 or greater your figure has become stuck, end movement immediately. Cursed Land At the end of each game round, a die is rolled for each non flying figure on the board. Any skull rolled, means that figure immediately receives one wound. Flying figures are not affected. Forest Fires At the beginning of the game roll the D20 for each tree and bush on the map. Any roll that is 18+ indicates that the tree is on fire. If no roll exceeds 17 the highest rolled number tree is on fire. Trees remain on fire for 2 rounds, but on each subsequent round the closest tree starts to burn. If 2 trees are equal distance roll to determine which tree will burn. Any unit standing in a hex adjacent to a burning tree is not targetable by ranged attacks. For each figure standing next a burning tree at the end of a round roll 2 attack dice. Any skulls rolled are unblockable wounds. Storm Heavy rains/snow have muddied the Battlefield and they continue to fall high winds make flying difficult; All flyers move at 1 less space per turn. Each figure uses up 2 moves on each space except road/ castle tiles. No Fly Zone Flying is not allowed fliers must walk as per normal rules. Last edited by atmospro : September 7th, 2009 at 08:44 PM. The Meaning of Life is to Give Life Meaning! The More I learn, the Less I know. |
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#3
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Re: MISSIONS: The New Tournament
I actually enjoyed those scenarios when we played last time. But my true love is all out genocide!!!!!! and killing of all units.
P.S. Atmospro Check you private messages and respond |
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#4
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Re: MISSIONS: The New Tournament
This is amazing and creative Atmospro. Thanks for posting!
~Aldin, mission oriented |
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#5
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Re: MISSIONS: The New Tournament
We've had some preliminary discusions about a scenario based tourney up in the Northeast... ideas will be stolen.
![]() Boston Marathon 4/15/13 3:39:41 Last Race: Ruckus Boston 6/15/13 - 4MI Mud Run 38:43 Next Race: Naragansett Running Festival 7/21/13 - Half Marathon |
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#6
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Re: MISSIONS: The New Tournament
Quote:
And when your done tell me how it went. The Meaning of Life is to Give Life Meaning! The More I learn, the Less I know. |
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#7
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Re: MISSIONS: The New Tournament
Heh, nyys posted that while I was looking for the link.
I like the tightness of your version compared to the linked one; I like the wider breadth of scenario play in the other. I really hope we start to see some events using these ideas. |
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#8
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Re: MISSIONS: The New Tournament
Thanx for the kind words gentlemen. I really want others to try this out there are so many combination and challenges to present to players here. I need some feed back to make any tweaks necessary.
Ollie, I a like a wide range of play too, but in a tournament format certain thing need to be taken into consideration. Balanced play on both sides being the most important. Two against one, Castle Siege are great fun but are difficult to balance in a tournament playground. Problem with army construction and giving players a large point total to play with occurs when player see what their oppenent has. One changes this and that then the other counter and so forth. Too much deviation in format creates a lot of confusion and wasted time. I tried to structure the Mission format to bring the best of both worlds and still allow tournament directors a lot of creative leeway. The Meaning of Life is to Give Life Meaning! The More I learn, the Less I know. |
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#9
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Re: MISSIONS: The New Tournament
If anyone has any Conditions, Objectives or Hazards to add to the list please post them here and I will add them on to main list.
The Meaning of Life is to Give Life Meaning! The More I learn, the Less I know. |
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