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  #25  
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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  #26  
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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  #27  
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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  #28  
Old October 25th, 2023, 08:04 PM
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kolakoski kolakoski is offline
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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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  #29  
Old January 26th, 2024, 11:19 AM
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kolakoski kolakoski is offline
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Join Date: July 15, 2008
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Re: Kolakoski's Scenarios


Well met!

Three scenarios with a set number of figures in an army and victory determined by the number of figures destroyed.

The Dirty Dozen Freeze!


[CENTER[/CENTER]

Map. Mt. Thaelink’s Saddle V.2 by Nomad. Replace Power Glyphs with Brandar’s Chests.

Blizzard Conditions. Heavy Snow and Slippery Ice rules in effect.

Armies. Team game. 600 points/player. Classic, C3V, SoV, allowed; no AoA or Marvel. Each army must have exactly 12 figures.

Victory Conditions. After ten Rounds, the team that destroyed the most figures wins. In case of a tie, the team possessing the most Brandar's Chests wins. If both teams possess the same number of Brandar's Chests, the game is considered drawn.

The Death of the Magnificent Seven!


The Map. Hunted by Flash_19. Replace Power Glyphs with Brandar's Chests.

The Armies. Team game; 600 points, seven figures exactly per player.

Victory Conditions. After ten Rounds, the team that destroyed the most figures wins. In case of a tie, the team possessing the most Brandar's Chests wins. If both teams possess the same number of Brandar's Chests, the game is considered drawn.

For the Gang's game on 2/21/24, Thrasher created a scenario using a pod draft. Liking the idea, I've incorporated it into a scenario:

The Hateful Eight!


The Map. Predator by Dignan. Replace Power Glyphs with Brandar's Chests. Add Start Zones.

The Armies. Each player will submit three 300 point pods with exactly four figures each. The players will snake draft two pods apiece, resulting in each player having a 600 point army with exactly eight figures.

Victory Conditions. After ten Rounds, the team that destroyed the most figures wins. In case of a tie, the team possessing the most Brandar's Chests wins. If both teams possess the same number of Brandar's Chests, the game is considered drawn.


Last edited by kolakoski; January 26th, 2024 at 11:59 AM.
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