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Old August 29th, 2007, 05:15 PM
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Ricky007 Ricky007 is offline
 
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Ricky's New Maps and Scenarios NEW - Maps 7-8

Here are my new and improved maps. I have given them thoughts over and restricted the pieces amounts, unlike my first maps. These might be the first maps on Heroscapers with the Swamp Terrain used. Zzzz, in his time making the swamp of Virtualscape, forgot to place a restriction amount on a SotM Master set, so I might have too much swamp pieces, that can hopefully be replaced.

Frozen Pathway - 1 MS, 1 RtFF, 1 TT

Armies gather around the island of snow on the Frozen Pathway. It is said to give off vapour from a wellspring deep underground. Each army wants that wellspring, and are brutal in their quest.

- Players play 500-point armies
- Destroy enemy units
- Snow and Ice are treated as normal. If your figure lands on a water or ice space, roll the 20-sided dice. If you roll a 13 or higher, that figure removes one wound.

Rykular Heights - 1 MS, 1 VW

Rykular Heights is a barren and desolate land. Valkyrie Generals wishing to take the heights need to be mad or extremely clever in tactics. Kind Kyries leave their Glyphs to help the weary travellor or destroy and opponent's force.

-Players play 400-point armies
- Destroy enemy units

Hellish Highway - 2MS, 2RtFF(?)

The Hellish Highway is a brutal path to Nostralund. The forests on its side host rogues and theifs. The steepness of cliffs it crosses are a frightful danger. Only some parts of the highway are safe. This area is soon not to be.

-Players play 400-point armies.
-The person controlling the Glyph of Brander at the end of Round 6 wins.
-When someone steps on the Glyph of Brander, they place it on their card. If an unfriendy figure inflicts a wound on that figure, control switches onto that figure's card, and so on.

The Pits - 1MS, 2VW

The Pits is a devilish stand for the armies that gather here. The heat of the area could easily plague the mind to rest, while the opponent hits them. Only the spirits of their fallen comrades could try to save them now.

-Players play 350-points each.
-Destroy all units.
-The green player does not roll lave field damage.

The Deep Wellfort - 1MS

The Wellfort here had been hidden for centuries, while land trolls rested in the fort on it's back, but when they ran, the fort crumbled, making the land what it is today: a dedly battlefield.

-Players play 400-point armies.
-Destroy enemy units.

Marraveir Swamp - 1MS, 1SM? (Swarm of the Marro)

Marraveir is a huge land south of Volcarren. Ullar and Einar control this thick and dense land, but fight for this area all of the time. The thick swamps are thick with power sources, and even allies such as the two generals will try to control more than the other.

-Players play 500-point armies.
-Destroy enemy units.
-1 swamp water hex cost double movement.

Dense Acre - 1MS, 1-2SM, 1 TJ, 4 RtFF trees

The Dense Acre once was a place untouched by war. Now the valiant pass is wartorn and resolute in the Valkyrie's struggle to seal off the wellsprings from Utgar's forces. The area is all but keen ground, as the pass leads a half murky river to the Biller Sea.

-Players play 300-point armies
-Destroy enemy units.
-Place 4 RtFF trees in the yellow start zones. Place 9 TJ trees and brush in the purple start zones.

Desolate Creek - 2MS(?), 1-2SM 4 RtFF trees.

The creek has been used a ground area for a Valkyrie General to teleport his surviving troops back to his fort. It is also the sight where another Valkyrie General is at work. To destroy his opponent's troops before they reach the teleports.

-Players draft 450-point armies
-Player R must get five of his troops to the yellow starting zones. Player B must destroy as many units as possible before Player R reaches the yellow zones. If Player R get five troops to the yellow starting zones, he wins. Player B cannot attack a figure on a yellow starting zone, but can place a figure on top of them.
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