Heroscapers
Go Back   Heroscapers > Blogs > The Khronicles of Kolakoski and the Gang of Four


Rate this Entry

Raid on the Pride of Barsoom!

Posted April 15th, 2012 at 06:47 PM by kolakoski
Updated September 25th, 2013 at 10:42 AM by kolakoski
Well met!

In anticipation of the continued presence of Mikeyblaze and Pauliesmiley at our monthly Gang of Four gatherings, I have prepared this scenario for my next turn as host.



Raid on the Pride of Barsoom!


"All is in readiness, Admiral. The Pride of Barsoom is ready to wreak havoc upon those puny greenies!" The Zodangan Admiral grinned evilly. "At last! Schedule the Commissioning Ceremony Celebration for the next Double Full Moon. And to rub their noses in it even more, have our "guest," the Princess, perform the Ceremony.


The Map.

A large (roughly 35 x 23) Sandy map depicting the surface of the dying planet. Centrally placed on a 3-level high Plateau is the brand new Airship, the Battlecruiser Pride of Barsoom.



Airships.

All Airships are considered Huge in size, and an Aircraft cannot be targeted or attacked by a Special Power that may "destroy it in one attack" (a la the Fortress Door).


The Pride of Barsoom.

The Pride of Barsoom is moored to one or more Tower(s).
It will have a raised Bridge (in the center), containing a Helm. There will also be 4 Pulse Cannon Stations (Explosion Special Attack, Range 8, Attack 4). The Helm of the Pride of Barsoom will be represented by a Permanent Glyph, and each Pulse Cannon Station will be represented by a Treasure Glyph (all Glyphs permanently power side down). An area containing the Helm will be designated as the Bridge. The Princess (Moriko) will be standing next to the Helm on the Bridge of the Pride of Barsoom. The Pride of Barsoom may not be attacked and, being moored, cannot move. There is a small neutral force (the Garrison) made up of 2 squads of Dividers, with 1 unit on each Pulse Cannon Station (4), 1 on the Helm, and the remaining unit adjacent to the Princess.


The Garrison.

Any Player may place one (and only one) OM on the Garrison (represented by a centrally placed Divider card) per Round
. The Garrison units at the Pulse Cannon Stations may not move, and those adjacent to the Princess must remain adjacent to her throughout any movement. A Garrison unit initially placed on a Pulse Cannon Station may, of course, fire the Pulse Cannon in lieu of his normal attack. Garrison units may not attack each other (or the Princess, while she is a prisoner), directly or indirectly (by attacking units adjacent to other Garrison units (or to the Princess) with Pulse Cannons). Garrison units are considered hostile to all Players' units, even those of the Player controlling them during any given turn, may not be moved out of engagement with any Players' units (risking engagement strike(s), and will always exercise the option of attempting engagement strike(s) themselves.


The Princess.

The Princess is considered a prisoner, no OMs may be placed upon her card, and she cannot move nor attack. If, at the end of any turn, the Princess is adjacent to only one Team's unit(s), and neither the Princess nor that Team's unit(s) are engaged to any Garrison or other Team's unit(s), the Princess is considered freed, and immediately becomes a member of that Team's army.


Sloops.

In addition, each Player (or each Team) will have a smaller Airship, a Sloop (7-14 total hexes), each with its own forward-mounted Pulse Cannon Station (Explosion Special Attack, Range 7, Attack 3).
Sloops have a movement of 8, and can move on the ground, in which case all terrain effects on movement apply, or in the air, in which case they are considered to be flying. At the end of its movement, a Sloop may land, requiring even ground, or hover at any height to a maximum of 5 levels above whatever terrain it is over. No portion of a Sloop may fly over any portion of the Pride of Barsoom. Each Sloop's Pulse Cannon Station also functions as its Helm (represented by a Treasure Glyph, power side down). Only a unit with hands that begins its turn at the Helm of a Sloop may move the Sloop, in lieu of its own movement. A Sloop may not otherwise move. Sloops are tough (Life 4, Defense 7). If a Sloop is destroyed, all occupants are automatically killed, except Special Heroes, which will survive on a D20 roll of 16-20, be placed as though Stealth Leaped, and all units, including surviving Special Heroes and other Sloops, within 2 spaces (and 2 levels) are attacked with 6 dice (rolled separately for each unit), simulating the catastrophic explosion of its Drive.


Pulse Cannons.

Any unit
with hands may occupy a Pulse Cannon Station, and may attack with the Pulse Cannon's Explosion Special Attack in lieu of its own. A Sloop is considered adjacent to all units it carries for purposes of splash damage from Explosion Special Attack (and any other combat situation) aimed at those units. If a Sloop is so attacked, an empty hex on its deck must be chosen as the target, and any splash damage is taken only by units adjacent to the hex being attacked.


Special Heroes.

The following is a list of 110 point heroes, one (and only one) of which may be chosen by each Player to be his/her Special Hero (a la John Carter of Mars (see this)). Each Special Hero shall have the Stealth Leap Special Power. The Class of all units chosen to be Special Heroes shall be Soldier (again a la John Carter of Mars), as opposed to whatever is on its card (all benefit from Marcus' Soldier Leadership and Soldier Attack Enhancement).

Alastair MacDirk (no Knight or MacDirk bonding)
Evar Scarcarver
Migol Ironwill (no Dwarven bonding)
Mika Connour
Rhogar
Sgt. Drake Alexander (RotV)
Sharwin Wildborn
Valguard (no Warlord bonding)

[Moriko is now a prize, and Laglor's arms and armor are too heavy, even here.]


Setup.

Armies will be 500 points per Player (Classic only; no Marvel, SoV, C3G or C3V) , in 2 Teams (the Zodangans and the Heliumites), factions to be determined by a D20 roll. Each player (or each Team) will have its own Sloop. Modified Heat of Battle rules will apply. Players, by an Initiative roll, place their units anywhere on their side of the Map, a card at a time (one hero or one squad), at least 7 hexes from the Pride of Barsoom. Sloops will have their own cards, and will begin off-Map, with at least 50% of a Team's points allocated to its Sloop(s). If there are 4 (or fewer) players, each may have his/her own 14-hex Sloop; if more, each Team will have its own Sloop (each Player still having a Sloop if 7-hex Sloops are used). When a card of squad units is placed, each unit must be placed adjacent to another member of the squad (after the first). Sloop(s) may enter onto their side of the Map after Round 2. After initial placement, any units of any type may move anywhere on the Map, including upon the Pride of Barsoom or onto Station Glyphs, within the normal movement rules.


Winning the Game.

A Team wins if it has sole possession of the Bridge of the Pride of Barsoom at the end of any Round after Round 5 ("sole possession" by a Team meaning its having the only unit(s) remaining on the Bridge). If no Team has sole possession of the Bridge of the Pride of Barsoom after 10 rounds, the game ends, and the winning Team will be decided on points (partial scoring).
Total Comments 29

Comments

Old
chas's Avatar
This has been an example of good synergy in scenario design! While I came up with a custom General Valkrill card for our upcoming Generalscape game (see my customs scenario thread), K. came up with the scenario mechanism for using him as a "neutral,' which is now being used for the Garrison Player here. I invited David to see the film John Carter along with two other pals, and this inspired him on the Barsoom theme.

Here are some first small tweaks and questions:

1. I have trouble with the idea of the small airships (now Sloops) moving "on the ground," just in the mechanics of physically doing it by setting up and then removing castle towers from underneath them. How will this be done? Will you substitute different height 'pillars' under them. The rules for hanging over uneven terrain will have to be spelled out (not more than level two height or whatever, not so they end up tilted much, etc.).

2. The setup wording should make it clear that one player's hero or squad sets up aboard his small airship. The airship would have to be declared to be at one height or the other.

3. Can we select other Classic 110 point heroes also? For example, you left out one of my favorites: Sharwin Wildborn.

4. 1,000 points for a six player game? Really? I like it, and the ten turn limit will work, but you guys usually laugh at me when I suggest that kind of total (I always call for "more points").

5. How do small airships intereact with each other (guns causing ship structural damage, ramming, boarding, etc.?

6. What are the firing arcs on the battleship's (stationary) and smaller airship's big guns?

7. I don't think you want to make death automatic when aboard an exploding airship. At least the Special Heroes should get some kind of saving roll!

8. I take it that airships are treated like destructible objects, and one may fire either at them or their passengers but not both.

9. When a small airship explodes it should do its damage also against any piece under it, regardless of the 2 level height limit.

10. When the map is more defined, it will need to note which other heights (if any) can be used to moor the smaller airships for the purposes of landing and picking up troops.

11. I originally suggested using the smaller airships in the game, so a player could board the battleship at placed other than where it is moored,which will be narrow. What is the mechanism for doing this?
Posted April 15th, 2012 at 09:36 PM by chas chas is offline
Updated April 20th, 2012 at 06:20 PM by kolakoski
Old
kolakoski's Avatar

Some Questions and Clarifications

Well met!

chas'
questions (and my clarifications):

1. I have trouble with the idea of the small airships (now Sloops) moving "on the ground," just in the mechanics of physically doing it by setting up and then removing castle towers from underneath them. How will this be done? Will you substitute different height 'pillars' under them. The rules for hanging over uneven terrain will have to be spelled out (not more than level two height or whatever, not so they end up tilted much, etc.).

The Airships will either be hovering, on Castle Set Pillars, or on the ground. As the Pillars are of only one height, the Airships will, arbitrarily, hover at the height of their Pillars. I don't believe attaching and detaching the Pillars from the Airships should be a problem. Given the amount of terrain you have, we could have 2 versions of each Airship (1 with Pillars and 1 without) for each Player. To be clearer, it now reads:

"At the end of its movement, an Airship may land, as long as it lies flat, or hover on Pillars, in which case the bases of the Pillars will, of course, have to be on the same level."

The new "lies flat" language should fix that.

2. The setup wording should make it clear that one player's hero or squad sets up aboard his small airship. The airship would have to be declared to be at one height or the other.

Not necessarily. New language dictates the opposite:

"Airships will have their own cards, and may be initially placed either on the ground or hovering (on their Pillars). Units may be placed on Airships only after the Airships have been placed, not before.
"

3. Can we select other Classic 110 point heroes also? For example, you left out one of my favorites: Sharwin Wildborn.

My bad for leaving out your sweety! Fixed. And I added Valguard. But Rhogar just doesn't fit thematically!

4. 1,000 points for a six player game? Really? I like it, and the ten turn limit will work, but you guys usually laugh at me when I suggest that kind of total (I always call for "more points").

I did it just for you, chas! And because I knew it would work for your stated reason.

5. How do small airships interact with each other (guns causing ship structural damage, ramming, boarding, etc.)?

We don't need ramming, and boarding would happen normally when Airships are adjacent. At the same level, they'd interlock. There stats will be on their cards (even if their "cards" are just pieces of paper), and they will interact with other units (and each other) normally (wound markers on the "cards").

6. What are the firing arcs on the battleship's (stationary) and smaller airship's big guns?

I added this language:

"
Only small/medium units may occupy Pulse Cannon stations, and may attack with the Pulse Cannons' Explosion Special Attacks in lieu of their own."

Thus, line of site (firing arcs) for those attacks would be that of the units doing the firing.

7. I don't think you want to make death automatic when aboard an exploding airship. At least the Special Heroes should get some kind of saving roll!

Sorry, chas; no one lives forever! If you are afraid, Leap! Anyways, Airships are awfully tough. I don't expect that they will be targeted much. I did add the following language:

"All Airships are considered Huge in size, and immune to any D20 effects (such as Commander's Strike or Dragon Swoop)."


8. I take it that airships are treated like destructible objects, and one may fire either at them or their passengers but not both.

As they have their own cards, this question is now moot. Normal combat rules apply.

9. When a small airship explodes it should do its damage also against any piece under it, regardless of the 2 level height limit.

Since an Airship is either at Pillar height or on the ground, this issue is moot. Falling debris from that height from an Airship blown to smithereens is negligible.

Thanks, chas, as usual, for helping me to tighten this up. I think we've got everything covered, but you will, of course, let me know if I've missed anything.
Posted April 15th, 2012 at 11:00 PM by kolakoski kolakoski is offline
Updated April 20th, 2012 at 06:19 PM by kolakoski
Old
kolakoski's Avatar

Additional Changes

Well met!

Made several additional changes to clarify restrictions on initial placement of units, and rules and victory conditions for the Garrison Player.
Posted April 16th, 2012 at 12:59 AM by kolakoski kolakoski is offline
Old
chas's Avatar
Here are comments on your comments to my comments; the numbers of each item remain the same.

2. Since its a (modified) Heat of Battle set up, the small airships (now Sloops) should be already manned, unless you want fighting over the airships. Can another player board and take over another player's airship? This would be fun during the game, but I think that to do this right at start would negate the point of the airships, which is to let each player have a shot at boarding the battleship.

12 (New Item): Can the airships move in any direction?

6. Doesn't that make all guns fire 360 degrees. You don't want that, I think--more something like Mimring's fire line? While the guns on the airships can be 'rotated:" by moving the ships, large battleship guns would have to be rotated slowly, so would only have partial fire arcs! Battlweship guns firing to the direct rear sector arc would destroy their own ships, as they are hull mounted rather than fully turreted!!!

8. Actually, it puts their Airship cards under the destructible objects rules like a Castle Door card! Some rules are specified that I think would be useful for them in terms of how they can be damaged. You should check them over and state whether or not they apply here as it will simplify things if they do.

9. So you're saying that it wouldn't make you nervous to be under an exploding jet airplane? Really? "You're a better man than I am, Gunga din!"



Further comments on new draft and etc.


A. (Framing Intro) Can you have a solstice when there are two moons? Whoa.

B. (Framing Intro) The teams should be specified as Zodangans (the evil Admiral in the intro) and Heliumites (good guys with the Princess). For flavor, you might also specify the Garrison Player as representing a neutral construction crew that is waiting to be paid by someone (its a short intro anyhow).

C. You forgot to mention your whole Christening/Launching Ceremony concept aboard the battleship, that is the rationale for placing heroes aboard at start! You should add it! I assume heroes do not have to be place adjacent to another figure when placed aboard?

13. (New Item) According to Classic rules then, each player could end up playing the same hero. Is that what you want? Of course, its simpler than keeping track of who takes which one before setting up the armies. But the small number of eligible heroes will probably see figures in effect dueling themselves (remember our game with 3 Agent Carrs). This could be fun too; I'm just not sure whether or not you had it in mind. if not, how about a random die roll just before the game, where each player in turn chooses their (different) 110 Pointer?

Re: your comment: "No one lives forever." Note John Carter's most famous line from the books (not the movie): "I still live!" Leaping from an explosion (with a D20 roll being required for success) is exactly the kind of thing he would attempt, although sure, its your game. I'm suggesting only 16-20 as successful...
Posted April 16th, 2012 at 07:36 AM by chas chas is offline
Updated April 20th, 2012 at 06:18 PM by kolakoski
Old
kolakoski's Avatar

Further clarifications, modifications, etc. to and from chas

Well met!

chas comments (in Verdana), and mine (in Times New Roman)

Since its a (modified) Heat of Battle set up, the small airships (now Sloops) should be already manned, unless you want fighting over the airships. Can another player board and take over another player's airship? This would be fun during the game, but I think that to do this right at start would negate the point of the airships, which is to let each player have a shot at boarding the battleship.

OK! OK! I admit that your way makes the most sense. The new language:

"Sloops will have their own cards, and may be initially placed either on the ground or hovering (on their Pillars). At least 1 unit must be placed on a Sloop before it is placed. Units may not be placed on enemy Sloops."

Can the airships move in any direction?

Yes.

Doesn't that make all guns fire 360 degrees. You don't want that, I think--more something like Mimring's fire line? While the guns on the airships can be 'rotated:" by moving the ships, large battleship guns would have to be rotated slowly, so would only have partial fire arcs! Battlweship guns firing to the direct rear sector arc would destroy their own ships, as they are hull mounted rather than fully turreted!!!


The guns aren't that big. For playability, line of sight from the unit manning the Station is easiest. Think of them as Swivels.

Actually, it puts their Airship cards under the destructible objects rules like a Castle Door card! Some rules are specified that I think would be useful for them in terms of how they can be damaged. You should check them over and state whether or not they apply here as it will simplify things if they do.

New language:

"All Airships are considered Huge in size, and cannot be targeted or attacked by Special Powers that may "destroy it in one attack (a la the Fortress Door)."

So you're saying that it wouldn't make you nervous to be under an exploding jet airplane? Really? "You're a better man than I am, Gunga din!"

For purposes of gameplay, it's easier to just ignore ground effects, rather than deal with determining how close a unit is to the explosion, if it's on a nearby terrain feature, for example.

According to Classic rules then, each player could end up playing the same hero. Is that what you want? Of course, its simpler than keeping track of who takes which one before setting up the armies. But the small number of eligible heroes will probably see figures in effect dueling themselves (remember our game with 3 Agent Carrs). This could be fun too; I'm just not sure whether or not you had it in mind. if not, how about a random die roll just before the game, where each player in turn chooses their (different) 110 Pointer?

I did consider all your points, and I'm OK with multiples of the same hero.

Re: your comment: "No one lives forever." Note John Carter's most famous line from the books (not the movie): "I still live!" Leaping from an explosion (with a D20 roll being required for success) is exactly the kind of thing he would attempt, although sure, its your game. I'm suggesting only 16-20 as successful...

Just for you, chas . . .

"If destroyed, all occupants are automatically killed, except Special Heroes, which will survive on a D20 roll of 16-20, be placed as though Stealth Leaped, and all units, including surviving Special Heroes and other Airships, within 2 spaces (and 2 levels) are attacked with 6 dice (rolled separately for each unit), simulating the catastrophic explosion of its Drive."

However, he wouldn't necessarily escape completely unscathed . . .

A. (Framing Intro) Can you have a solstice when there are two moons? Whoa.

B. (Framing Intro) The teams should be specified as Zodangans (the evil Admiral in the intro) and Heliumites (good guys with the Princess). For flavor, you might also specify the Garrison Player as representing a neutral construction crew that is waiting to be paid by someone (its a short intro anyhow).

C. You forgot to mention your whole Christening/Launching Ceremony concept aboard the battleship, that is the rationale for placing heroes aboard at start! You should add it! I assume heroes do not have to be place adjacent to another figure when placed aboard?

How about this:

"'All is in readiness, Admiral. The Pride of Barsoom is ready to wreak havoc upon the puny greenies!' The Zodangen Admiral grinned evilly. 'At last! Schedule the Christening Celebration for the next Double Full Moon. And to rub their noses in it even more, "ask" our "guest," the Princess, to perform the Christening. Oh, and, after the Ceremony, have the Garrison Mercenaries executed. They're endless whining about being paid is so tiresome.'"

and, as to the factions and the Princess:

The Princess (Kyntela Gwyn) will be standing at the stern of the Pride of Barsoom.

* * *

"
Armies will be 1,000 points per Player (Classic only; no Marvel, SoV, C3G or C3V) plus an Airship, in 2 Teams (the Zodangens and the Heliumites), factions to be determined by a D20 roll. The Princess will be considered to be a member of the Heliumite Team."
Posted April 16th, 2012 at 10:42 AM by kolakoski kolakoski is offline
Updated April 20th, 2012 at 06:17 PM by kolakoski
Old
chas's Avatar
Okay! Now we're down to really tiny nitpicks:

1. Its Zodangans, not 'Zodangens.'

2. Actually, you shouldn't use the word 'Christening,' since thats a reference to a religion not extant on Barsoom. 'Comissioning' is fine.

Chas of Mars
Martian Scientific Academy, Helium
For Academy Director, HRH Dejah Thoris
Posted April 16th, 2012 at 12:50 PM by chas chas is offline
Old
kolakoski's Avatar

A Few Comments More . . .

Well met!

From chas:

Okay! Now we're down to really tiny nitpicks:

"1. Its Zodangans, not 'Zodangens.'

Fixed.

2. Actually, you shouldn't use the word 'Christening,' since thats a reference to a religion not extant on Barsoom. 'Comissioning' is fine.

Chas of Mars
Martian Scientific Academy, Helium
For Academy Director, HRH Dejah Thoris
"

New Intro:

The Pride of Barsoom!

"All is in readiness, Admiral. The Pride of Barsoom is ready to wreak havoc upon those puny greenies!" The Zodangan Admiral grinned evilly. "At last! Schedule the Commissioning Ceremony Celebration for the next Double Full Moon. And to rub their noses in it even more, have our "guest," the Princess, perform the Ceremony. Oh, and, after the Ceremony, have the Garrison Mercenaries executed. Their endless whining about not being paid has grown tiresome.

In addition, I have deleted the build specifics for the Pride of Barsoom. It can be of any size, and constructed from any terrain the builder has on hand. chas has enough Castle Set Walkways to build the foundation out of them exclusively, with plenty left over for the Sloops, but others, such as myself, will outline the Battleship with capped Pillars, and fill it in with other terrain, like Dungeon tiles, for example. Similarly, the Sloops may be made from a simple combination of 2 7-hex Walkways and/or any other Pillar supported terrain.

I'm really proud of this one, and am so looking forward to playing it!
Posted April 17th, 2012 at 01:22 PM by kolakoski kolakoski is offline
Updated April 20th, 2012 at 06:15 PM by kolakoski
Old
chas's Avatar
Yeah, but first work on your Vydar Army, since Scaperdad wants to know how Generalscape goes next month. He seems excited that adult players are going to finally use his General Cards! And I'm starting to plot with my own allies on the Good Team. We actually have a plan.

You should talk to Taeblewalker, since neither of you seems to know whose turn it is to run the next game! I think he'd be happy to let you do it...

Anyone else who doesn't know what I'm talking about should check out Scaperdad's Custom Figures thread about the Archkyrie Generals, or my custom scenario thread on Generalscape.
Posted April 17th, 2012 at 04:16 PM by chas chas is offline
Old
kolakoski's Avatar

Comment Hijacker?!

Well met!

[read "Comment" for "Thread"]

Hold on there, chas, this Blog is about

The Pride of Barsoom!


Posted April 17th, 2012 at 10:42 PM by kolakoski kolakoski is offline
Updated April 18th, 2012 at 01:08 PM by kolakoski
Old
chas's Avatar
Sorry, but technically I don't think one can 'hijack' a blog! Its content is totally unrestricted except for profanity I believe, according to official site procedure.
Posted April 19th, 2012 at 04:52 AM by chas chas is offline
Old
kolakoski's Avatar

I Stand by my Guns!


Well met!






Posted April 19th, 2012 at 10:27 AM by kolakoski kolakoski is offline
Old
kolakoski's Avatar

Reorganized and Rewritten


Well met!

As the title says, moved a lot of stuff around and rewrote it, for clarity and consistency.


Posted April 20th, 2012 at 12:59 AM by kolakoski kolakoski is offline
Old
kolakoski's Avatar

To Glyph or Not to Glyph? That is the Question!


Well met!

Clearly, the focus of the action will be the Pride of Barsoom. What I'm wondering now is: What about the rest of the Map? I'm inclined to include a Plateau of some size, at the same level as the Pride of Barsoom, and a few Towers. But how about the portion of the Map that is at Level 1? Should I ignore it, or place a Power Glyph (Defense +1?) down there, to encourage some action in the lower levels of the Map?
Posted April 20th, 2012 at 05:31 PM by kolakoski kolakoski is offline
Updated April 20th, 2012 at 06:22 PM by kolakoski
Old
kolakoski's Avatar

Sample Sloop Description


Well met!

After mucking around a bit, I've come up with a pretty good design for a Sloop:

Level 1 Base: 2 interlocked 7-hex Wallwalks with a Cap at the front.

Level 2: Cover with Sand.

Level 3: Sand 7-hexer covering the stern.

Level 4: Sand 3-hexer at the stern.

Battlements: 4 around the bow hex (containing the Helm/Pulse Cannon Station Glyph); 6 around the front (at the bow) of the Sand 7-hexer; 6 around the back (at the stern) of the Sand 3-hexer.

Posted April 21st, 2012 at 03:03 PM by kolakoski kolakoski is offline
Old
kolakoski's Avatar

Rules Changes for "Winning the Game"


Well met!

Newest version:

"Winning the Game.

If there are an even number of Players, they will play in two Teams. If there are an odd number of Players, one Player will be designated as the Garrison Player. The Garrison Player will have 10 Tokens, 5 representing an alliance with one Team, and 5 for the other. During OM placement, the Garrison Player will also use one of its Tokens to designate which Team it is allied to for that Round (after which that Token is discarded). When allied, the Garrison Player's units may not attack its ally's units and vice versa, but is not considered to be a member of its ally's Team. A Team wins if it has sole possession of the [Bridge of the] Pride of Barsoom at the end of any Round. If no Team has sole possession of the [Bridge of the] Pride of Barsoom by the end of Round 10 and there is at least 1 Garrison Player's unit on the [Bridge of the] Pride of Barsoom, the Garrison Player wins. If no Team has sole possession of the [Bridge of the] Pride of Barsoom after 10 rounds, the game ends, and the winning Team will be decided on points (partial scoring)."


Posted April 24th, 2012 at 12:32 PM by kolakoski kolakoski is offline
Updated April 24th, 2012 at 12:40 PM by kolakoski
 
Recent Blog Entries by kolakoski

All times are GMT -4. The time now is 02:23 AM.

Heroscape background footer

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2021, vBulletin Solutions, Inc.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2021 DragonByte Technologies Ltd.