Set Up:
Both players draft or bring a 300 point army. Player one starts in the blue zone, player two in the red.
Scenario:
This scenario is similar to the "Water Bearer" quest in "Quests of HeroScape." To win, a player must be the first to bring back two "vessels of water" from the well to their starting zone. A figure gets a "vessel" by becoming adjacent to the water tile in the well. That figure does not have to stop moving. The "vessel" is represented by a wound marker placed on the base of the figure. A figure may only carry one "vessel" at a time and may pass the "vessel" to other adjacent figures. If the figure carrying the vessel is killed, then place the vessel in the last space the figure occupied (or ladder base tile). The "vessel" can now be picked up by any player by becoming adjacent to it. When a figure
carrying a "vessel" lands on any of their starting tiles, remove the "vessel" from play. After the first "vessel" has been brought to the start zone, that player may place any previously destroyed figure of theirs in a starting hex adjacent to the water bearer. Enforce round limitations as desired.
Variation One: Instead of two "water vessels," three must me returned for victory. The second "vessel" to be returned also revives a dead figure.
Variation Two: The game ends at round <x> or when all an opponents figures is destroyed. The player who returned the most "vessel" wins even if all their figues were destroyed. Ties are broken by counting points. Each returned
"vessel" revives a dead figure.
Special rules:
Any figure landing on the well's water tile must roll a D20. If a 15 or higher is rolled, then that figure drowned and is removed from play. (Funny how the same water that can revive a figure can also kill him...too much of a good thing).
Figures with the "Flying" ability may not fly when carrying a "vessel."
Images
by j-Bird on March 28th, 2009 by j-Bird on March 28th, 2009 by j-Bird on March 28th, 2009