So I've updated the maps with some maps I'm working on for R˙chean's Ticalla Contest. I'm eager for some second looks as I'm not sure which maps to enter and which to bench. Feedback is appreciated!
1V1 Maps (ROTV & FOTA)
#1) Bedlam Bridge:
Spoiler Alert!
There's just not enough bridges to go around...
The action can take place on the bridge or below it. Figures have many routes up to the bridge- there are 4 different ladders and the 2 roads.
Random power glyphs are under the bridge are approximately equidistant from the start zones
2 random treasure glyphs towards the top are at opposite sides of the map. (Brandar)
2 random power glyphs below the bridge (symbol)
Trap:
Fog of Frenetic Spirits: All figures, for the remainder of this round and the following round, when rolling defense dice from a normal attack from a non-adjacent opponent, all excess shields count as unblockable hits on the attacking figure.
Notes: I always wanted to do a bridge map but no matter how many ladders and way up to the top it's always a battle for the top. It's just too easy to put range up there and choke all the access points with rats, gladiatrons, bottlecaps, what-have-you. Still- the trap on this one could be a huge game-changer.
#2) Containment:
What evil lies ensnared in stone and steel? It won't be needing that treasure anymore...
2 random treasure glyphs (Brandar)
2 random power glyphs (Symbol)
TRAP: Fukushima's Vengeance: For the remainder of the game, when taking a turn with the cursed figure, roll the D20. On 1 or 2 place two wounds on the figure and one wound on all adjacent figures. On a 3 or 4, place one wound marker on the cursed figure. On 5 or higher, nothing happens.
PLAYTESTING NOTES:
Spoiler Alert!
Q9, Raelin, 3x rats & Hydra (Thanks Dok
500 points
Versus
3x KOW, Sir G, Finn, Eldgrim, and Zetacron (495 points)
We opened up with the rats scurrying out into the central annulus. Sir G and the Knights fanned out too. Sir G took the left and Finn took the right. Raelin took the first treasure and passed the trap check, winning the Holy Symbol. Her +2 attack against undead wasn't exactly going to sway the battle...
Q9 moved up and took some Knights out but then the dice really failed that team. Rat after rat fell, rolling 6 and 7 dice and coming up blanks. With the rats failing they were always on duty to screen Raelin. They never got to flank Zetacron. During this period Finn and his ilk moved forward with Finn seizing the Scarab of Invulnerability cleanly. The Hydra moved up to stop their advance and on attack #1 hit Finn with 3 wounds. I used the scarab to ignore them and then attack 2 brought 5 skulls to my 0 shields. Stupid scarab... Finn took up residence on Zetacron's card. Attack 3 and 4 missed the knights.
With SirG holding his ground I brought Eldgrim up from the rear to try and finish Raelin off but Q9 stopped him in his tracks. Eldgrim then started reminiscing with Finn on Zetacron's card. The knights rallied and, with some attrition, killed off Raelin and the hydra. It's left to a nearly-dead SirG, a handful of knights, and a beefed up Zetacron versus an unwounded Q9 on elevation. More knights went down as Zetacron moved into position, blasting Q9 with 1 and 2 skulls, which he easily defended. Then Zetacron fired, getting 4 skulls. VICTORY!
3) Dark Fountain:
Spoiler Alert!
Formerly a place of peaceful introspection, this once-sacred fountain has developed a more deadly function...
2 random treasure glyphs on opposite sides of the map.
TRAP:
Cyberclaw Trap: Roll the D20 once per turn- if 15 or lower, the figure cannot be moved by special power on army card or glyph. On 16 or higher the figure is released from the trap.
NOTES: I really like the look of this one but the play is a little too much "king of the hill" (Or King of the Mountain if we're continuing the Midnight Oil Theme). Maybe some alterations will make me like it better.
4) Mausoleum:
This derelict burial site holds many mystical items, but is the cost of siezing them too high?
3 random treasure glyphs.
TRAP:
Curse of Morindan: When this figure receives enough wounds to be destroyed, before destroying the figure control of the card is given to the opponent. The figure retains all previous abilities and stats but recieves the following modifications.
Species: Reanimated
Class: Corrupted
Personality: Terrifying
Life:1
A reanimated figure cannot be reanimated again