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  #25  
Old October 24th, 2012, 05:47 PM
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Re: Kolakoski's and chas' Place

Well met!

chas and I (and possibly Taeblewalker) will be playing 'scape at my place on Friday, 11/2. Pictures of the Map are in the Gallery, but I will post a few here.

The Green Maze!














The player with the most points within the Maze (on the Dungeon hexes) after 10 Rounds will be the winner.

P.S.: I am pleased that there is renewed interest in the Legacy point system, as evidenced by the recent discussion, and the formation of the Legacy Committee. I will suggest to chas (and Taeblewalker, if he attends) that we use Legacy for this game, and will stipulate its use for games I host for the foreseeable future.

Last edited by kolakoski; October 24th, 2012 at 06:04 PM.
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  #26  
Old December 30th, 2012, 01:04 PM
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Re: Kolakoski's and chas' Place

Well met!

The Lost City in the Sky! has been posted in my blog:

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  #27  
Old March 31st, 2013, 11:40 AM
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Re: Kolakoski's and chas' Place

Well met!

The following has been posted to my blog:

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  #28  
Old July 10th, 2013, 02:23 PM
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Re: Kolakoski's and chas' Place

Escape Through Endor! - a HoSS Scenario

Posted Yesterday at 01:25 PM by kolakoski
Updated Today at 01:47 PM by kolakoski
Well met!

Awesome, it's like Endor!

~ Arch-vile, referring to early pic of this map.

I can't wait for the scenario Kolakoski. . . . I may just have to try and build this one myself and see how well it plays . . . probably have to wait a little for the other pictures though.

~ AMIS


Your wait is over, AMIS! I did have a vague idea of setting this in a forest a la Escape Through the Haunted Forest!, and will be more specific about simulating platforms among trees in my next HoSS map. I was really thinking of a center power source of Molten Lava beneath platforms in a sort of industrial setting, with Elevators solving the problem of excessive height Castle Set pillars pose, and Rope Swings for stereotypical, heroic travel between platforms. The Lava and platforms were therefore built first, with the Trees and Jungle, and the Start Zones, with Palms and pillars, added afterwards. I also added Ice and Snow, so that Escape Through the Haunted Forest! could be played on this map. This scenario is actually an adaptation of Escape Through the Haunted Forest! for HoSS. Of course, this map may be used for any other scenario, HoSS or not, that the players wish.


Escape Through Endor!

The Gladiators have managed to temporarily escape from the Coliseum (see Vengeance of the Gladiators!), but are hotly pursued by the Valhallan New Romans. Suddenly, appearing seemingly out of nowhere, they are confronted by two glowing Portals. From one, a plea for help from a young woman, the other, a promise of untold wealth and power, both referencing an alien Artifact of unknown power. A choice must be made, and quickly . . .

The Map.





Endor, containing Trees, Jungle, Ice, Water, Shadow, and Snow. The Ice and Snow are normal (no extra movement points required). The Start Zones are the Sand hexes at either end of the map. There are Red Glyphs, representing Elevators, and Gold Glyphs, representing Rope Swings.





















Although undoubtedly not as playablewith Battlements, particularly for Giants, I think it's a lot prettier:













A compromise would be removing the Battlements on the suspended Walkways.






The Armies.


Each Player will create a team of Gladiators, consisting of 600 points (
Delta+ pricing) of small or medium Unique Heroes (no Warlords (as they belong to the Crowd), no Marvel, no customs except for VC (C3V/SoV), no Soulborgs or Undead, plus at least one, but not more than two, Uncommon Large or Huge Unique Heroes (Giants) (from the list below).

Ogre Warhulk
Greater Ice Elemental
Master of the Hunt
Frost Giant of Mohr
Ogre Pulverizer
Feral Troll
Ice Troll Berserker

Players may also use the
Competitive Unit Congress modifications and prices. For example, Moriko costs 80 points in Delta+. A Player may draft her at that price, or draft the CUC-modified version (for 110 points), with Disappearing Ninja, as follows:

If Moriko is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die to disappear. If you roll 1-12, roll defense dice normally. If you roll 13 or higher, Moriko takes no damage and instead may move up to 4 spaces. Moriko can disappear only if she ends her disappearing move not adjacent to any enemy figures.

Depending upon which Portal they chose to enter (determined in any way the Players desire), one Player will add Darth Vader (220 points) to his Army, while the other will add Princess Leia (100 points) and Han Solo (120 points) to his/her Army. [As more HoSS heroes become available, they may be added in whatever combinations yield roughly similar point totals.]

Elevators and Rope Swings.

Only Medium/Small units may use Rope Swings. Any unit may use the Elevators. No units may end their movement on Elevator or Rope Swing Glyphs. Units count moving onto a Glyph as 1 movement point, and continue their movement from the destination Glyph onto the hex adjacent to it (costing an additional movement point), and may continue moving with any remaining movement points. Movement via Elevator is only vertical (up or down), while Rope Swing movement is horizontal, and a unit may swing no more than 6 hexes, but may not swing through the Great Evergreens. Glyphs do not negate the Road/Walkway movement bonus.

The Artifact Bearer.

Darrak Ambershard is the carrier of the Artifact. He begins the game on the Molten Lava hex (from which he takes no damage). Any unit may Carry Darrak Ambershard. No OMs may be placed on Darrak Ambershard. He may be killed, in which case the Artifact is lost.


Carrying Darrak Ambershard.

A friendly unit which begins its movement adjacent to an unengaged Darrak Ambershard may, after moving, place Darrak Ambershard adjacent to itself. Darrak Ambershard may not be Carried through the air (no Flying), but may be Carried on a Rope Swing or Elevator. No unit Carrying Darrak Ambershard may Phantom Walk or Ghost Walk.

Victory Conditions.

The Player that Carries Darrak into his/her opponent's Start Zone wins.

If neither Victory Condition is achieved after 10 Rounds of play, the Player that killed the most points of enemy units wins.

Last edited by kolakoski; July 12th, 2013 at 07:53 PM.
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  #29  
Old October 17th, 2013, 11:23 AM
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Re: Kolakoski's and chas' Place

Well met!

For 10/25/13 game hosted by chas:


THE HILLS ARE ALIVE!

A Halloween Heroscape Scenario

For The New York City Gang of Four

October 2013 by Chas


Good Armies (Kolakoski and Sherman Davies)

Each player will make up a 550 point army of non Utgar/Valkril forces. VC Customs are allowed, but no Supers. Good armies are teammates with each other.

The Kolakoski Rule: Valhalla Society rules are in effect for all players: No guns for anyone. This means YOU! Secondary weapon pistols will only work to a maximum range of three spaces (or less if so stated). Kolakoski should prepare two Good Armies, in case SD can’t make it.

The Sherman Davies Rule: SD and only SD may use his LOTR customs (Good Guys only).


Evil Armies (Chas and Taeblewalker)

Evil armies are teammates with each other.

The Chas Rule: Chas will prepare two Utgar/Valkril armies of 550 points each. Each Evil Army may include one card of from a Good general’s forces, because Evil cheats by seducing Good when its not looking.

The Taeblewalker Rule: TW may make up an Evil Army or use one by Chas. If TW can’t come, Chas will run both of his Evil Armies.

Note The Kolakoski Rule above; the Valhalla Society rises from the grave; no guns for Good or Evil players!


Map: The Misty Moor

The map will be a traditional NYCG4 large size, although a bit less deep, so that armies can reach the central hill quickly. It will portray a broken plain. In the center will be a large hill, affording a good defensive position for them as cares to take it up.


Set Up

The Good Armies start one movement turn in from their (long) board edge, counting any board edge hex as the first movement hex of any figure (Good Head Start; they’ll need it). The Evil Armies start on their own long board edge hexes (or the second row in when the first is full). Exceptions are made for cards that are dropped or summoned, etc. during the game as their normal initial deployment method).


Round Order

After one player on each side rolls for initiative each round, Good and Evil Armies will alternate turns. At the start of a round, each side may choose which player will be Player 1 or 3, or on the other side Player 2 and 4 for the round, after initiative is determined.


Night Time and Dawn Breaking

Don’t get caught on the Moors at night! Too late; you did! The game will last ten rounds, using a Modified Memoir 44 Dawn Rule. The first three rounds are Night Time, when visibility/distance attacks are limited to a 1 hex range. Starting on Round Four, range will open up while dawn breaks slowly (as mists prevail) at a rate of one more hex per round, (Round 4: Range two hexes, Round 5 Range three hexes, etc.) until Rounds Eight to Ten, when normal daytime rules and ranges apply. This rule affects all types of normal and special distance attacks and other powers such as Healing, etc.


Evil Bonus


Oh yeah. During Rounds One to Three at night, all Evil Army figures are +1 to Attack and Defense, and +1 (or –1 if they prefer) to all D20 rolls. This Evil Bonus will stack with any others. During Rounds Two to Seven, Evil players may choose any one card’s worth of figure(s) each to receive the Evil Bonus once per round. Because we’re evil! Mwahaha! The bonus ends during daylight—Rounds Eight through Ten.


Victory


Players keep all figures they kill. Players rank by the number of points they kill, rather than by side. However, if one side or army is wiped out, then its player(s)s lose, and only the surviving army(s) player(s) points count for victory—they must have at least one figure remaining on the battlefield to score their points after Round Ten. Think about this; it should influence your game strategy. Happy Halloween!

Last edited by kolakoski; October 18th, 2013 at 03:05 PM.
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  #30  
Old January 12th, 2014, 10:45 PM
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Re: Kolakoski's and chas' Place

Well met!

On February 5 (Wednesday), the Gang of Four will be gathering at my place to play Hell or High Water! a slightly modified version of
What a Fine Mess!



Hell or High Water!





"Captain! The Island just appeared out of nowhere - just like it says in the Journal! Do you think the Treasure is there, too?"

"Send a shore party. Find out. If it's indeed there, bring it back. And let nothing or no one stand in your way!"





The Map.


The map contains 10 Treasure Glyphs, 2 each of the Bracers of Teleportation, Cloak of Invisibility, Giant Hunter's Stone, and Ring of Protection, and 1 each of a Mysterious Object and an Object of Power.








Start Zones are the 34 Sand hexes
at each end of the map - 17 for each Player



Lots of Swamp Water and Shadow






Cloak of Invisibility, Bracers of Teleportation,
and Giant Hunter Stone


Bracers of Teleportation
(Temporary Glyph)

This figure may use these bracers before moving. Instead of moving normally, you may place this figure on any same-level space(s) within 10 spaces of its current location. If this figure is engaged when it starts to teleport, it will not take any leaving engagement attacks. After 1 use, it is turned power side down rather than being destroyed.


Cloak of Invisibility

{Temporary Glyph)

This figure may use this cloak at any point during its turn. This figure has no visible Hit Zones until the end of the current round or until it attacks with a normal or special attack, whichever comes first. This figure will never take any leaving engagement attacks while invisible. After 1 use, it is turned power side down rather than being destroyed.


Giant Hunter Stone

(Temporary Glyph)

This figure rolls an additional die when attacking or defending against large or huge figures. After 1 use, it is turned power side down rather than being destroyed.





Ring of Protection


Ring of Protection
(Defense +3)

{Temporary Glyph)

This figure may use this ring after an opponent has rolled attack dice for a normal or special attack against it, and before rolling defense dice. When rolling defense dice against that attack, this figure adds 3 additional dice. After 1 use, it is turned power side down rather than being destroyed.



Water has been placed under this Mysterious Item, and
under the Object of Power on the other end of the map

Mysterious Item

(Permanent Glyph)

After moving and before attacking with this figure, you may choose any opponent's figure within 5 clear sight spaces of this figure. Roll the 20-sided die. If you roll a 1-10, nothing happens. If you roll an 11 or higher, the chosen figure receives 4 Wounds. Before each use, roll the 20-sided die, adding 1 to the roll for each previous use. On a roll of 1-18, nothing happens. If you roll a 19-20, the device blows up, destroying the figure carrying it, and inflicting 1 unblockable Wound on any units adjacent to that figure.




Object of Power
(Permanent Glyph)

After moving and before attacking with this figure, you may choose any opponent's figure within 5 clear sight spaces of this figure. Roll the 20-sided die. If you roll a 1-10, nothing happens. If you roll an 11 or higher, the chosen figure receives 4 Wounds. Before each use, roll the 20-sided die, adding 1 to the roll for each previous use. On a roll of 1-18, nothing happens. If you roll a 19-20, the device blows up, destroying the figure carrying it, and inflicting 1 unblockable Wound on any units adjacent to that figure.



Note: For game purposes, the Mysterious Item and the Object of Power are identical.




Teams.


2 Teams of 2 Players each.750 points, 17 spaces, per Player, using Delta+ pricing, no Marvel. VC units are permitted, with any units not on the Delta+ spreadsheet available at their Classic prices. For the purposes of this scenario, only Unique Heroes (no Uncommon Heroes) may carry Glyphs.

Note: The Object of Power and the Mysterious Item cannot be carried with each other or any other Glyph. Each must be carried by itself.




Victory Conditions.

At the end of 10 Rounds, whichever Team has possession of the most Glyphs wins. For this purpose, the Temporary Glyphs are not destroyed when used, but turned power side down to reflect their having been expended, and the Mysterious Item and the Object of Power each count as 3 Glyphs. In the case of a tie, the Team with the most points left on the table wins.





Last edited by kolakoski; January 28th, 2014 at 12:08 PM.
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  #31  
Old January 19th, 2014, 03:45 PM
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Re: Kolakoski's and chas' Place - New - Hell or High Water!

Well met!

Took additional pics and edited all to be more useful in viewing all aspects of map (see above).
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  #32  
Old February 13th, 2014, 04:08 PM
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Re: Kolakoski's and chas' Place - Newer - Baldur's Tomb!


Well met!



On March 14 (Friday), the Gang of Four
will be gathering at my place to play

Baldur's Tomb!

on the
Baldur's Hourglass map.




This scenario is derived from

Hell or High Water!





Baldur's Tomb!



"At the appointed time, the Island appeared -
just like it says in the Journal!"




"It also says that Baldur is entombed
beneath the giant Hourglass of Light,



and that pieces of the Magic Sword (Mystletainn)
that killed him are on display,




and that they, and the Tomb,



are protected by giant Guardians,
placed there by Odin himself.
"



"Send a shore party. Find out."



"If they are indeed there, bring them back."



"And let nothing or no one stand in your way!"


The Map.


Start Zones are 38 spaces of Sand.





The map contains an Hourglass, 10 Treasure Glyphs (Power side down, no traps, representing pieces of Mystletainn), and 2 Guardians.



5 of the Treasure Glyphs are shown here, and the other 5 are in the same relative positions on the other half of the map.


Teams.

2 Teams of 2 Players each.750 points, 19 spaces, per Player, using Delta+ pricing, no Marvel. VC units are permitted, with any units not on the Delta+ spreadsheet available at their Classic prices. For the purposes of this scenario, only Unique Heroes (no Uncommon Heroes) may carry Glyphs.





The Hourglass.


Immediately upon the first
Treasure Glyph being picked up,

the following 2 events occur,
simultaneously:





God of Light.

The Hourglass is turned over. For as long as Sand is running (30 minutes), the God of Light Special Power (from C3G's Balder) is in effect, i.e., no ranged attacks requiring line of sight are permitted.



Once the Sand has run out,
God of Light
will remain
in effect
until the end of the Round.


See the Power:

Spoiler Alert!


The Guardians.

The Guardians are activated, and remain activated,
for the remainder of the game.
Each Guardian has
2 Life, 3 Move,
1 Range, 8 Attack, 8 Defense.

Prior to activation, the Guardians are invulnerable (cannot be attacked).




After each Turn, each of the Guardians will move towards and Attack the nearest unit (other than the other Guardian), and, if there is more than one eqiui-distant unit, the target unit shall be the one carrying the most Glyphs, or, there being another tie, be determined at random. When a Guardian is destroyed in any manner, it Explodes, and Attacks all adjacent hexes with one 3-dice Attack.





Victory Conditions.


At the end of 10 Rounds,
whichever Team has possession
of the most Glyphs wins. In the event of a tie,
the Team with the most points remaining wins.






Last edited by kolakoski; February 13th, 2014 at 05:07 PM.
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  #33  
Old February 14th, 2014, 05:58 PM
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Re: Kolakoski's and chas' Place - Newer - Baldur's Tomb!

Well met!

Added Ice under Glyphs, Water near Dragon Heads, and took some new pictures.


Well met!



On March 14 (Friday), the Gang of Four
will be gathering at my place to play

Baldur's Tomb!

on the
Baldur's Hourglass map.




This scenario is derived from

Hell or High Water!





Baldur's Tomb!



"At the appointed time, the Island appeared -
just like it says in the Journal!"




"It also says that Baldur is entombed
beneath the giant Hourglass of Light,



and that pieces of the Magic Sword (Mystletainn)
that killed him are on display,




and that they, and the Tomb,



are protected by giant Guardians,
placed there by Odin himself.
"



"Send a shore party. Find out."



"If they are indeed there, bring them back."



"And let nothing or no one stand in your way!"


The Map.





Start Zones are 38 spaces of Sand.


The map contains an Hourglass, 10 Treasure Glyphs (Power side down, no traps, representing pieces of Mystletainn), and 2 Guardians.


5 of the Treasure Glyphs are shown here, and the other 5 are in the same relative positions on the other half of the map.


Teams.

2 Teams of 2 Players each.750 points, 19 spaces, per Player, using Delta+ pricing, no Marvel. VC units are permitted, with any units not on the Delta+ spreadsheet available at their Classic prices. For the purposes of this scenario, only Unique Heroes (no Uncommon Heroes) may carry Glyphs.





The Hourglass.


Immediately upon the first
Treasure Glyph being picked up,

the following 2 events occur,
simultaneously:





God of Light.

The Hourglass is turned over. For as long as Sand is running (30 minutes), the God of Light Special Power (from C3G's Balder) is in effect, i.e., no ranged attacks requiring line of sight are permitted.


Once the Sand has run out,
God of Light
will remain
in effect
until the end of the Round.


See the Power:

Spoiler Alert!




The Guardians.

The Guardians are activated, and remain activated,
for the remainder of the game.
Each Guardian has
2 Life, 3 Move,
1 Range, 8 Attack, 8 Defense.

Prior to activation, the Guardians are invulnerable (cannot be attacked).





After each Turn, each of the Guardians will move towards and Attack the nearest unit (other than the other Guardian), and, if there is more than one eqiui-distant unit, the target unit shall be the one carrying the most Glyphs, or, there being another tie, be determined at random. When a Guardian is destroyed in any manner, it Explodes, and Attacks all adjacent hexes with one 3-dice Attack.





Victory Conditions.


At the end of 10 Rounds,
whichever Team has possession
of the most Glyphs wins. In the event of a tie,
the Team with the most points remaining wins.





And don't forget . . .



When I fight in Delta+, it just feels right!


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  #34  
Old October 28th, 2014, 05:31 PM
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Re: Gang of Four Maps & Scenarios - Moonscape Castle!

Well met!

The Gang of Four is gathering at my home on 11/5/14 to play a scenario of my devising - "Moonscape Castle!"




Moonscape Castle!

As the death cry of the last Hero was drowned out by the victorious roar of the Orcish horde, Baron Zemo motioned for the wizard to end his scrying projection.

"You fools! You really thought that we would not find out what happened to those you summoned before us? We will not allow you to throw away our lives as you did theirs.
[See
When Worlds Collide #3 Battle Report.] We will help you to settle your petty disputes - after you agree to our terms."

The Generals' ambassador smiled. "Of course, dear Baron! But we have no need to hire all of you. I propose a little test . . ."



Start Zones are the white (Road) areas outside the Castle.


The Map.


The map contains the Castle, with a mostly lit upper Gallery (Walkway hexes), and a mostly unlit Courtyard (Sand hexes), numerous Light Posts, and 4 Regeneration Stations - all on Valhalla's moon.




The Armies.


Armies will consist of 750 points worth of units - 1 Super Villain (200 points or less), with the remaining points being
Delta+ Classic/VC. Start Zones will be 24 spaces. For example, an army containing Baron Zemo (Helmut, 200 points) would have 550 Delta+ points left with which to draft units.




Expedient Alliances.

The pair of players on each end will be considered to be allied, and their units "friendly" to one another (players may not attack each other and may move freely through each others' units), for the first 3 Rounds. Victory Points will still be awarded separately for each player.




Low Gravity.


Valhalla's moon has roughly a third of the mass of Valhalla itself. To reflect this, each level climbed costs 1/3 of a movement point (rounding up to the nearest whole number - i.e., 5 levels costs 2 movement points). A unit only receives damage after falling 3 times its height.




High Winds.

Constant Storms sweep across the Moonscape, bringing with them high winds. To reflect this, Flying is considered impossible (prohibited).



Light Post illumines with a range of 2 spaces.


Light Posts.


This scenario takes place on a Valhalla-less night. All spaces within 2 clear LoS spaces of a Lamp Post are lit. All unlit spaces are in Deep Shadow. All units in Deep Shadow receive 3 extra Defense dice against non-adjacent Attacks.




The Contract.


Perquisites.
The Super Villains are to be provided with all the powers and privileges of generals native to this universe. To reflect this, each player's Super Villain may be assigned a General, Species, Class, and Personality, in addition to its own. For example, Baron Zemo could be designated as an Utgar Ferocious Orc Champion, and Bond with Gruts (Blade or Heavy), and benefit from Nerak's Orc Defensive Aura.



Regeneration Station

Regeneration.
Means of regeneration are to be provided to insure the continued existence of each Super Villain, even after being destroyed. To reflect this, each player may choose any vacant Regeneration Station at which his/her Super Villain may reappear, immediately upon being destroyed. Any Spirits or Markers on its card are regenerated along with the Super Villain itself.




Victory Conditions.


The player with the most Victory Points after 9 Rounds wins. Victory Points ("VPs") are awarded as follows:

1 VP is awarded to a player each time he destroys a Super Villain (multiple VPs may be awarded for the repeated destruction of the same Super Villain).



1 VP is awarded to the player having the most units on the Gallery (the Walkway hexes) at the end of each Round (9 total).



If players are tied for the most VPs, the player that killed the most Super Villains wins. If there is still a tie, it remains a tie, and the tied players win jointly. (Theoretically, all 4 players could win jointly.)



Last edited by kolakoski; October 29th, 2014 at 10:46 AM.
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Old October 30th, 2014, 09:59 PM
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Re: Gang of Four Maps & Scenarios - Moonscape Castle!

Moonscape Castle looks like a fun scenario, and very well thought out.

You've definitely got me interested in recreating a similar scenario the next time I get a chance to play.

The map looks great as well. Have fun!
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Old November 7th, 2014, 01:57 PM
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Re: Gang of Four Maps & Scenarios - Moonscape Castle!

Well met!

Not well thought out enough, apparently! Sherman rushed a Scout army up onto the Gallery and, the rest of us being bogged down with each other, and no shooters among us, we conceded early. For the second game, we removed the Lamp Posts and jettisoned the Deep Shadow rules, made the Sand hexes the area to be controlled for Victory Points, and raised the bounty on the Villains to 5 Victory Points per Round. It played out much better, especially for me, as my Baron Zemo led Morgoloth/WoB army scored the most Victory Points by a wide margin.

The Regenerating Station/Assassin aspect of the game is a keeper - and I'll use the next time I am Host, in March or April.
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