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  #1  
Old August 31st, 2011, 01:16 PM
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Re: Kolakoski's Scenarios

Well met!

For another approach, see my newest scenario:

The Dark Alliance!
http://www.heroscapers.com/community/blog.php?b=1862
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  #2  
Old January 30th, 2012, 10:41 AM
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Re: Kolakoski's Scenarios

Thanks for including mine!
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Old February 25th, 2023, 11:59 PM
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Re: Kolakoski's Scenarios


Well met!

It has been suggested that I bump this with more recent ones. However, I cannot properly copy pictures and links from my Blog.


Last edited by kolakoski; February 26th, 2023 at 12:29 AM.
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Old February 26th, 2023, 12:12 AM
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Re: Kolakoski's Scenarios

[Reserved]
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  #5  
Old February 26th, 2023, 04:12 PM
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Re: Kolakoski's Scenarios



Well met!

Below is the scenario (recently edited for clarity) for my next Hosting (3/18/23) of our monthly NYCG4 game.

The Treasure of Xualtiaca!

Map. Dignan’s Sacrifice.

http://www.heroscapers.com/downloads//sacrifice_ev7.jpg

Remove original glyphs. Replace Start Zones with Swamp Water tiles (level zero). Place three power side down glyphs equidistant from each other on second level of Sand pyramid. Place a Brandar’s Chest on top of Sand pyramid. Place Water tiles on both sides of table and all around the island (at least five deep). Place new Start Zones in Water hexes on each team's end of the table (at least five hexes away from the nearest map hex.

Armies. For however many players, two teams. Each player will have a 12-hex longboat containing 600 points worth of figures (only Classic (no Marvel), C3V/SoV, and AoA).

Longboats. Longboats may not be attacked. Longboats may be boarded and used by any player. Any unengaged figure in a longboat may move it one space during its movement phase, and/or one space when moved by a Special Power. For instance, Admiral EJ-1M’s Boarding Party Special Attack allows a Pirate or Captain figure to move 4 spaces. The figure, if in a longboat, may instead move it one space. A hero may move a longboat one space per move, while a squad may move it as many spaces as there are figures in that squad instead of their normal movement. Longboats may only move in Water or Swamp Water hexes.

Treasure. The Brandar’s Chest represents the Treasure. It may be moved by any two unengaged figures by Order Marker on one of them, at the speed of the slowest one, minus one. No special movement powers or flying may be used. It may only be so carried on land hexes or on a longboat.

Xualtiaca Fire Ants. They operate as their own team, have their own cards and OMs, and initiative rolls. They appear on the glyphs (other than Brandar’s Chest). No player’s non-Ant units may move onto or through the glyphs. To prevent teams just moving the same Ants back and forth, each team will have its own card of Ants (designated by color or different sculpt). There are six squads per card, with infinite respawning. However, even when under a team’s control, Ants will always take leaving engagement attacks and Swarm Sting attacks against all non-Ant figures. Conversely, a team's non-Ant units may attack that team's Ants. Ants may not attack other Ants, even those controlled by an opponent.

The Play. Teams roll for initiative. The team that loses initiative will take the first turn with its Ants, and alternating taking turns with theirs thereafter.*

Victory Conditions. The team that carries the Treasure back to its Start Zone wins.**

My AoA units for this scenario:

130 Shiori
125 Bok-Bur-Na
80 Dreadnaughts
80 Bonny
120 Frostclaw Paladins
110 Ordo Borealis

*For example, with three players per team:

If Ants win initiative, they take turns 1, 4, and 7. The player teams take turns 2, 5, and 8, and 3, 6, and 9, respectively. The player team with the lowest initiative takes the first Ant turn, and teams alternate taking Ant turns thereafter. So, in this case: Initiative order: Ants, Team 1, Team 2.

Ants turn 1 taken by Team 2. Then Team 1, Player 1; Team 2, Player 1; Ant turn taken by Team 1; Team 1, Player 2; Team 2, Player 2; Ant turn taken by Team 2; Team 1, Player 3; Team 2, Player 3.

**Optional Xualtiaca Ant Army Rule. If there is an odd number of players, one may play as the Xualtiaca Fire Ants team. If none of the other players win within ten Rounds, the Ant player wins.

Last edited by kolakoski; February 26th, 2023 at 04:33 PM.
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  #6  
Old April 17th, 2023, 08:44 PM
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Re: Kolakoski's Scenarios - Ideas?


Well met!

From various of my previous scenarios, some ideas to be included in my next Hosting:

Rope Swings. Only medium/small may use the Swings, must roll a 20 sider, a result of 1 and you fall (into the sea and die). To perform the swing, a unit moves onto the Rope Swing glyph on the Ship it is on, and ends its movement on any space adjacent to the Rope Swing glyph on the other Ship. No unit may end its turn on a Rope Swing glyph.

Was used in Pirates! to board an enemy Ship. Could be used to swing from Wall to Wall in a Castle.

Glyph of Rannveig (Wind). No flying while a figure is on this Glyph.

Was used for a figure in a high tower in The Lost City of Ashra. Could be used in a similar manner with the addition of a figure/treasure to be captured ensconced on top of another tower that can only be reached by flying. Thus, the figure on the Glyph would have to be removed so that a flyer could access the figure/treasure.

Pre-Game Second Wind. To simulate pre-boarding carnage, before setup, each Captain rolls dice for all enemy units = to their total number of lives minus 1, any skulls count as wounds (similar to RoB Second Wind rules) received prior to boarding.

Was used in Pirates! Could be used in any scenario where previous fighting is assumed to have happened.

Captain. Each Team shall designate a Captain. The Captain shall be any single spaced, medium/small hero (subject to the scenario figure restrictions). If a Captain is killed by an enemy action, the dead Captain's Team adds 1 to the offense and defense of all its units (Death Bonus) until the end of the round following the Captain's death. If a Captain is Captured (Mindshackled or otherwise controlled (Werewolf Lord, Mindflayer)) by the other Team, his/her Team immediately surrenders, and the game is over.

Was used in Pirates! Could be used in any scenario.

Delayed Combat Heat of Battle. No combat until after Round 3.

Was used in The Lost City of Ashra. Could be used in any scenario where there are no separate Start Zones. As in race games.

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  #7  
Old April 19th, 2023, 07:03 PM
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Re: Kolakoski's Scenarios -


Well met!

The Castle of Kulan Gath!

The insanely beautiful Sorceress spoke. "The Demon, Shuma-Gorath, has been captured by the wizard, Kulan Gath. The wizard is a coward, and is easily controlled. The demon is another thing altogether. I have prepared a Medallion for each of you Captains. With it, you may make the demon do your bidding. Without it . . . "

The Map. King Castle by STAROCEAN980.


There is a Glyph of Rannweig, under Kulan Gath, near the top of the high central tower ("Kulan Gath's Tower"). At the top of Kulan Gath's Tower is imprisoned Shuma-Gorath. The top of the Tower will be expanded to seven spaces. The ladders to the top are to be removed.

The Armies. 4-6 players with pre-made armies of 750 points apiece (no Marvel, but C3V and AoA units are allowed), each player's army to fill no more than 12 spaces, placed, a card at a time, outside the Castle (adjacency to other players' units allowed), on hexes outside the Castle. Prior to Round 4, all players' figures, Kulan Gath, and Shuma-Gorath are considered "friendly" to each other. After Round 3 (at the beginning of Round 4), all players' figures, Kulan Gath, and Shuma-Gorath are considered "enemies" to each other.

Kulan Gath and the Glyph of Rannweig. While Kulan Gath stands on the Glyph, it prevents not only Flying, but all access to the top of the tower (no Leaping, Drops, Grabs, etc.). Shuma-Gorath may not be moved, attacked or affected by any Special Powers, nor may any figure be placed adjacent to him while Kulan Gath stands on the Glyph. Kulan Gath will be represented by the Cxurg'gyath figure and has Cxurg'gyath's stats. Cxurg'gyath may not be included in any player's crew. Kulan Gath may not be Enslaved, Moon Frenzied, Mindshackled, etc. When revealing a numbered Order Marker on the card of any figure adjacent to Kulan Gath, you may instead take a turn with Kulan Gath. Kulan Gath will be considered a member of your army for all purposes during such turn. If the Glyph of Rannweig is covered by any other figure than Kulan Gath, it operates only against Flying, that is, normally.

Shuma-Gorath. Shuma-Gorath will be represented by the Morgoloth figure, and will have Morgoloth's stats plus the Flying Special Power. Morgoloth may not be included in any player's crew. Shuma-Gorath may not be Enslaved, Moon Frenzied, Mindshackled, etc., but may be moved by Chainfighters, Wyverns, Knockback, Jotun's Throw, etc., and, of course, may be killed. When revealing a numbered Order Marker on the card of any hero carrying a Medallion adjacent to Shuma-Gorath, you may instead take a turn with Shuma-Gorath. Shuma-Gorath will be considered a member of your army for all purposes during such turn.

The Medallions. At the end of every Round, if Shuma-Gorath is adjacent to any hero carrying a Medallion, nothing happens, and the game continues normally. However, if Shuma-Gorath is not adjacent to such a hero, he will move to the nearest figure that does not carry a Medallion and attack it. In the event that more than one figure is equally near, he will attack the one furthest from any Medallion. If the figures are equally distant from any Medallion, the figure to be attacked will be determined randomly by a die roll.

The Captains. Each player shall designate a Captain from among his/her army. The Captain shall be any single spaced, medium/small hero. If a Captain is killed by an enemy action, the dead Captain's crew adds 1 to the offense and defense of all its units (Death Bonus) for the remainder of that Round and all of the following Round. If a Captain is Captured (Mindshackled or otherwise controlled (Werewolf Lord, Mindflayer)) by another player, immediately remove all Order Markers from that player's cards for that Round, and no Order Markers may be placed by that player for the following Round.

Victory Conditions. The game ends at the end of ten Rounds or at the moment that both Kulan Gath and Shuma-Gorath are dead. The player with the most VPs at that point is the winner. Victory Points (VPs) are awarded as follows:

2 VPs for killing Kulan Gath.

3 VPs for killing Shuma-Gorath.

4 VP for the most friendly crew points remaining (whole card scoring).

Note: If Kulan Gath and/or Shuma-Gorath remain(s) alive at the end of ten Rounds, everyone loses, and the game is declared a draw.



Last edited by kolakoski; September 14th, 2023 at 04:37 PM.
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  #8  
Old September 14th, 2023, 01:40 PM
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Re: Kolakoski's Scenarios


Well met!

They Came To Kahora!
It's all about the treasure, of course!

"Captains, you'd best watch your backs. No one can be trusted with so much treasure at stake!"


The Map. Echidna's Garden by All_Your_Pie.




All Glyphs are Brandar's Chests. 3 additional Glyphs will be placed on the Map.

The Crews. 500 points/player. Heroes only. Medieval weapons only; no guns. Classic, C3V, SoV, AoA, no Marvel. This will be a free for all. Each player must have, and will designate, one Hero (120 points or less) to be his/her Captain.

The Betrayals. Every non-Captain Hero has the Stab in the Back Special Power. Every time you roll for Stab in the Back, add 4 to your die roll. (Thus, a roll of 1-5 results in a Betrayal.) If any enemy player has no Heroes left (is “out of the game”), you must give the betraying Hero to that player. Note: When revealing a numbered Order Marker on a non-Captain Hero's card, you must take a turn with that Hero. You may not pass to avoid Stab in the Back.

Brandar's Chests. A Hero may have only 1 Brandar's Chest on its card.

Free For All. At the beginning of the game, the players will place their Heroes, one at a time in random initiative order, in the existing Start Zones. For the first 3 Rounds, all players will be considered friendly to one another. Normal play will commence at the beginning of Round 4. Betrayals, however, will begin in Round 1.

Victory Conditions. After 13 Rounds, the player with the most Brandar's Chests wins. In the event of a tie, continue play as though it was the 13th Round until someone wins.


Last edited by kolakoski; October 10th, 2023 at 09:10 AM.
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  #9  
Old October 25th, 2023, 08:04 PM
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Re: Kolakoski's Scenarios


Well met!

Nadi has just recently posted some cute maps. Modifying the scenario above for one of them.

Family Reunion!
It's all about the gold, of course!

"Gentlemen, and ladies, you'd best watch your backs. No one can be trusted with so much at stake!"


The Map. ItalianMomma's Doorstep. Note: One, the trees will all function like jungle trees. Two, figures moving up or down ladders move two rungs for each movement space.



The Patriarchs. Heracles and Sgt. Drake SotM are on the Rock spaces on the top tower. They may not be (nor Sgt. Drake RotV) chosen as Capos. They may not move or attack. If a player's figure ends its turn unengaged and adjacent to one of the Patriarchs, that player may roll a 20-sided die. On a roll of 11 or higher, that figure receives a Brandar's Chest.

The Families. 750 points/player. Human heroes only - Classic, C3V, SoV, AoA, no Marvel. This will be a free for all. Each player must have, and will designate, one hero to be his/her Capo.

Consiglieres. Each player may draft, using a portion of that player's 750 points, one non-Human, non-flying, non-Soulborg, non-construct, single-spaced hero into that player's Family as its Consigliere.

The Betrayals. Every non-Capo Hero has the Stab in the Back Special Power. Every time you roll for Stab in the Back, except for your Consigliere, add 4 to your die roll. (Thus, a roll of 1-5 results in a Betrayal.) If any enemy player has no Heroes left (is “out of the game”), you must give the betraying Hero to that player. Note: When revealing a numbered Order Marker on a non-Capo Hero's card, you must take a turn with that Hero. You may not pass to avoid Stab in the Back.

Brandar's Chests. A hero may have only 1 Brandar's Chest on its card.

Free For All. At the beginning of the game, the players will place their heroes, one at a time in random initiative order, on any Grass space.. For the first 3 Rounds, all players will be considered friendly to one another. Normal play will commence at the beginning of Round 4. Betrayals, however, will begin in Round 1.

Victory Conditions. After 13 Rounds, the player with the most Brandar's Chests wins. In the event of a tie, continue play as though it was the 13th Round until someone wins.


Last edited by kolakoski; October 26th, 2023 at 01:35 PM.
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