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Portals

Posted March 5th, 2010 at 01:55 PM by Sylvano the Wasabus
Our cooperative multiplayer scenario

I have read lots of interesting posts about multi-player games. We usually have three players and frequently get tired of the 1 on 1 on 1 which usually becomes the 2 on 1 with backstabbing. So we have made a three player cooperative game we call Portals.

We’ve played this scenario quite a bit and always enjoyed it. Every time we win the scenario we cut down the number of points we start with. We’re down to 425 points each now- but we haven’t won in a while.

We build a rather big map with lots of heights, water, trees and bushes. Usually there’s a small castle for each of us. And then there are six portals, one for each of the summoning generals: a Jandar portal, an Einar portal, etc. We use duplo bricks for portals- they fit on one hex, they have six different colours and they give a height.

We spread about thirty treasure glyphs around the board; some are good things, some are bad things and there are six Brandars too.

Beside each portal is an order marker. (painted gleaming silver, so we call them the silvers- they aren’t OM anymore in this game). We human players choose any starting position we wish (usually right beside the portals and silvers- we usually start the game by grabbing the silvers and running away with them)

We each play two parts: 1) we play cooperatively as ourselves trying to plug the six portals to stop new creatures from coming out. We must explore the map and turn over the glyphs to find Brandars. A Brandar placed on top of a portal plugs it. 2) each player in our three player game also plays as two of the factions, for example, Utgar and Ullar. The faction’s job is to obtain the nearest silver and place it on their portal. It of course helps to rig it so that you’re not fighting against yourself in the beginning.

At the end of the game a plugged portal is worth one point and the winner is the side that gets 4 out of 6 points. 3 portals plugged is considered a tie and not a win.

The summoned factions follow very specific rules; all of their actions must follow these directives: 1) they must stop a Brandar from being placed on their portal. If one is placed on, they can move it off. They cannot carry glyphs. 2) They must obtain the nearest silver and place it on their portal. Silvers cannot be removed from portals by anyone. 3) If their portal is capped by a silver, any remaining figures berserk- they attack the nearest different faction or human player.

The turn order: 1) Summoning turn. Each faction has its pile of cards (Jandar, Utgar, etc) 20d shake determines what is summoned: 1-7 nothing, 8-15 one card’s figures summoned, 16+ 2 card’s figures summoned. After determining how many cards are going to be summoned we shake the 6d- a 1 means the top card in the pile is summoned, a 2 means the second, etc. The summoned figures are placed on top of the portal or beside as space warrants. They do not move yet. 2) Human-controlled figures turn. We each individually move and attack with all of our figures. 3) Summoned figures turn. The newly and previously summoned figures move and attack, according to their directives.


This scenario sometimes takes a while but we always enjoy because of the cooperative aspect. It’s also a lot of fun to play so many different figures in the same game – I have played figures I never use and in odd pairings as the summoned forces. The race to plug the portals is exciting too- it’s kind of like fighting zombies and monsters as they appear in a race against time scenario - and the strategy is interesting, using the terrain and castles and frequently abandoning some portals and still trying to plug enough to win.
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chas's Avatar
Sounds a bit like Call of Cthulhu!
Posted March 5th, 2010 at 09:54 PM by chas chas is offline
 
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