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Maps & Scenarios Battlegrounds and scenarios |
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#1
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First Double Castle board
Here is a senerio setup where we each had a huge castle on each side of the board.
The problem seemed to be thinking of a senerio, which would invoke people to actually leave their castle. I came up with a Harvest type game. Object, was to "harvest" 5 quartz pieces (Ice Tiles were used to represent quartz). There were only 7 pieces total to harvest. So if one person got 4 and another 3. you had to steal them from the other player. Quartz was held on the upper snow platform. You had to stand next to the center area, and roll D20. Roll of 13 or higher, would mean you have successfullly harvested a piece. Your army would only hold one piece at a time, so were not able to pickup or harvest while having a piece in transit. Figures could not drop or pass quartz. Figures were not allowed to fly in snow areas or on ladders that lead to the snow areas. Seemed we still had a problem with getting people to attack each other in the castles. So we also, added. You need to harvest 5 quartz, and steal a flag from your opponent. anyone else, have any ideas for both parties to have castles, and make sure nobody plays "possum"? I thought I was wrong once, but I was mistaken. |
#2
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I did something similar. The only plus to having two castles is that the person who gets beaten has the oppurtunity to retreat back into there respective castle.
Other than that its mostly for looks. Insanity is the best medicine. |
#4
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well I have the weapons and warriors sets. And was thinking on using the catapults from it. Doing some actual real time shots on each other. Could do something like, heros can only control catapults, and can fire the catapult as an attack move. If you hit a figure with the cannonball, you get to roll 8 attack dice for a hit. Other person defends accordenly. But shots would be hard to hit to begin with.
I thought I was wrong once, but I was mistaken. |
#5
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I'm sorry, I got distracted by the giant "Reddi Whip" container.
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#6
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Nice 2 castle maps and good scenario!
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#7
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Quote:
Actually, my layout, used 4 castle sets. I thought I was wrong once, but I was mistaken. |
#8
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Great map, NWO! You could start with an item in each castle that belongs to the opposite army and they must retrieve that item to win along with harvesting or just do the retrieve portion.
The item (represented by a glyph) can be protected by the enemy but they cannot stand on the item. If you combine harvesting (which is a cool idea, btw) and the retrieve artifact then it forces the teams to split their resources gathering and protecting. If one team turtles (stays inside the castle) then they run the risk of not gathering. Also to prevent turtling you could give a bonus to the team that has 2 or more quartzes than the other team like a bonus to initiative, bonus to defense, etc. Newb. |
#9
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well I did add, the capture a flag from the other castle to the senerio. But I do like the enchancement ability to harvesting. Or could make quartz worth reinforcement points. Say 50 points per quartz. Or you could have unlimited quartz, and just do capture the flag, but make the quartz worth points. So if a person sits and plays possum. the other persons army will get bigger and bigger. Actually, that's an awesome idea. Good call chet. Thanks for the basic idea, that let me expand into a perfect plan.
I thought I was wrong once, but I was mistaken. |
#10
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LOL! Who the heck is chet?
Newb. |
#11
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i recently did a 2 castle map where we each took a single castle. To encourge players to leave the comfort of the castle, we used the capture the lag idea from the rules where the had to be behind the flag and unengaged to remove it.
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#12
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Quote:
I thought I was wrong once, but I was mistaken. |
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