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Old February 14th, 2014, 05:58 PM
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kolakoski kolakoski is offline
worthless thread clother plotting in his secret island lair
 
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Re: Kolakoski's and chas' Place - Newer - Baldur's Tomb!

Well met!

Added Ice under Glyphs, Water near Dragon Heads, and took some new pictures.


Well met!



On March 14 (Friday), the Gang of Four
will be gathering at my place to play

Baldur's Tomb!

on the
Baldur's Hourglass map.




This scenario is derived from

Hell or High Water!





Baldur's Tomb!



"At the appointed time, the Island appeared -
just like it says in the Journal!"




"It also says that Baldur is entombed
beneath the giant Hourglass of Light,



and that pieces of the Magic Sword (Mystletainn)
that killed him are on display,




and that they, and the Tomb,



are protected by giant Guardians,
placed there by Odin himself.
"



"Send a shore party. Find out."



"If they are indeed there, bring them back."



"And let nothing or no one stand in your way!"


The Map.





Start Zones are 38 spaces of Sand.


The map contains an Hourglass, 10 Treasure Glyphs (Power side down, no traps, representing pieces of Mystletainn), and 2 Guardians.


5 of the Treasure Glyphs are shown here, and the other 5 are in the same relative positions on the other half of the map.


Teams.

2 Teams of 2 Players each.750 points, 19 spaces, per Player, using Delta+ pricing, no Marvel. VC units are permitted, with any units not on the Delta+ spreadsheet available at their Classic prices. For the purposes of this scenario, only Unique Heroes (no Uncommon Heroes) may carry Glyphs.





The Hourglass.


Immediately upon the first
Treasure Glyph being picked up,

the following 2 events occur,
simultaneously:





God of Light.

The Hourglass is turned over. For as long as Sand is running (30 minutes), the God of Light Special Power (from C3G's Balder) is in effect, i.e., no ranged attacks requiring line of sight are permitted.


Once the Sand has run out,
God of Light
will remain
in effect
until the end of the Round.


See the Power:

Spoiler Alert!




The Guardians.

The Guardians are activated, and remain activated,
for the remainder of the game.
Each Guardian has
2 Life, 3 Move,
1 Range, 8 Attack, 8 Defense.

Prior to activation, the Guardians are invulnerable (cannot be attacked).





After each Turn, each of the Guardians will move towards and Attack the nearest unit (other than the other Guardian), and, if there is more than one eqiui-distant unit, the target unit shall be the one carrying the most Glyphs, or, there being another tie, be determined at random. When a Guardian is destroyed in any manner, it Explodes, and Attacks all adjacent hexes with one 3-dice Attack.





Victory Conditions.


At the end of 10 Rounds,
whichever Team has possession
of the most Glyphs wins. In the event of a tie,
the Team with the most points remaining wins.





And don't forget . . .



When I fight in Delta+, it just feels right!


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