Scenario Figures: (roll D20 to decide who chooses pre-set army)
Army A: Warden 816, Zettian guards, 4 drow chain fighter, Gurei Oni +260 (red start zone)
Army B: the choice of one of following: Realin (Sotm), Finn, Thorgrim, or Moriko +260 (blue start zone)
Goal:
The Guards (army A) want to keep the prisoners in the cages (Brandar glyphs) and prevent them from escaping if they get free. The Jail breakers (army B) want to free the prisioners and help them run to out of the jail.
Points:
Guards (army A)
2 points for each caged figure at the end of six (6) rounds.
1 point for each freed figure that did not escape (still on map) or was destroyed.
Jail Breakers (army B)
1 point for each figure freed from cages.
1 point for each freed figure that makes it to a shadow tile in the Jail Breakers start zone.
Game ends after 6 rounds.
Special Rules:
1) Pre-set figures not chosen by the Jail Breakers (army B) are part of their army but do not start on the board.
2) Each unchosen pre-set army B figure is assigned to a glyph (Brandar 1, 2, 3) on the map, these are cages that those figures are locked in.
3) CAGES: a hero (unique/ uncommon), adjacent to a cage may attempt to open it after moving but before attacking.
4) Cage Trap: Roll the 20 sided die
1-5 Hero takes 1 wound and fails to open cage.
6-9 Nothing happens.
10+ The caged hero is free and the glyph is removed from the board (all special abilities of the freed hero now apply).
Clarifications:
1) Once the jailed figures are free you may place Order Markers on them to facilitate their escape.
2) Army B figures do not receive any enhancements from caged figures until they are freed.