Anything over BoV limits goes here. From the experimental to the overly large, you’ll find them here. They’re fun to play on, if you can build them. Many have custom house-rules to play with on them, try them out!
Map Bio:
The Ruins of Castle Stejos are the remains of an old fortress, which has long since fallen into decay. The remains of the outer wall have fallen into disrepair, but attempts to repair it by numerous armies that have used the fortress in recent years have brought the wall back to a useful condition. The remains of the main keep still house a small defensive stronghold, which has seen many battles on and around it throughout the years.
Bird's-Eye-View of Scenarios 1 and 2:
Scenario 1:
Two armies have stumbled upon the ruins, only to find a larger occupying force in the area. Both armies are outnumbered 2 to 1, and a truce is drawn. The two small armies ready their forces against the army of the fortress.
Army: 3 players, Players 1 and 2-600 point armies (on a team), Player 3-1000 point army
Glyphs: (Placed as shown, shuffled)
Suggested Glyphs:
Glyph of Mitonsul x1
Glyph of Astrid x2
Glyph of Valda x1
Glyph of Lodin x1
Glyph of Jalgard x1
Glyph of Gerda x1
Glyph of Ivor x1
Scenario 2:
Same as Scenario 1, except without the third player--Run the game withonly the red and blue start zones. Recommended for small skirmishes, especially basic game skirmishes. Basic game skirmishes are good for teaching the game.
Army: 2 players, 600 point armies
Glyphs: (Placed as shown, shuffled)
Suggested Glyphs:
Glyph of Mitonsul x1
Glyph of Astrid x2
Glyph of Valda x1
Glyph of Lodin x1
Glyph of Jalgard x1
Glyph of Gerda x1
Bird's-Eye-View of Scenario 3:
Scenario 3:
In recent months, a large army has taken up the ruins as a base of operations in the region. Now, another army threatens to take the area. Having fought through to the outer wall, the attacking army has stopped their assault for a brief period of time. Both armies take advantage of this lull in the fighting, readying themselves for the battle to come.
Army: 2 players, 1000 point armies
Fixed Glyph:
Glyph of Sturla, as shown
Random Glyphs: (Placed as shown, shuffled)
Suggested Glyphs:
Glyph of Mitonsul x1
Glyph of Astrid x2
Glyph of Valda x1
Glyph of Lodin x1
Glyph of Jalgard x1
Glyph of Gerda x1
Map Bio:
In days long past, Kreighsat City was quickly transforming from a rural town into a large metropolis. Unfortunately, during a large expansion of the city walls, the citizens of Kreighsat were forced to endure a small eruption from nearby Mount Kreighsat. Although most of the damage was directed away from Kreighsat City, some of the city fell victim to the eruption, and fear of future eruptions drove away the surviviors. Two-hundred and thirty years later, the remains of the city still survive, plagued by occasional lava flows. The remnants of a small outlying village also can be found--as well as an outpost tower, still completely intact.
Scenario:
Old Kreighsat City has seen renewed use in recent times. A small army has taken up the remains of the old city as a home base. Meanwhile, another army has stumbled upon the ruins as well. The two armies prepare for battle, one based in the old city, the other in the forest. The outcome of the battle is anyone's guess.
Army:
2 players, 500-1000 point armies
Fixed Glyphs:
Range +4--alway situated on top of the ruined watchtower.
Massive Curse--always sits at the top of the volcano (glyph not revealed in photo).
Glyphs of Brandar:
The Glyphs of Brandar are used as a passage from one section of the ruined outer wall to another. When a figure steps on a Glyph of Brandar, role the 20-sided die. If an 11 or higher is rolled, the figure has successfully jumped the gap. Jumping counts as a move of 3. If a 4-10 is rolled, the figure misses thejump and falls into the gap, taking no fall damage. If a 1-3 is rolled, the figure falls into the gap, automatically taking fall damage. Falling counts as a move of 1.
Random Glyphs: (Shuffled and placed face-down on the map in designatd positions.)
Move +2
Move +2
Attack +1
Defense +1
Defense +2
Attack +1
Map Bio:
Minos Tauer is a small city, which has only recently been abandoned. The bustling metropolis was undergoing expansion when word of nearby armies caused all civilians to evacuate. Whether there will even be a city left when they return is still unknown.
Scenario:
An epic struggle is taking place on the fields of Valhalla--and the City of Minos Tauer is caught right in the middle. Two armies stand ready for batte on either side of the city, and whomever controls the City controls the battlefield.
Army: 2 players, 400-1000 point armies
Glyphs: (All random, placed on shown spaces)
There are 8 glyphs on this map. You can put whatever glyphs you want in. These are just the ones I like.
Glyph of Mitonsul x1
Glyph of Astrid x2
Glyph of Valda x2
Glyph of Lodin x1
Glyph of Jalgard x1
Glyph of Gerda x1
Map Bio:
The majestic Fhuron River serves as the eastern border between the lands of Rythmus and Pulsare. The alliance between these two countries has always been uneasy, and in recent years, tensions have become even higher. Formerly just a wide bridge between the sister peaks of the Ecdinox Heights, Ecdinox Pass has recently been outfitted with a second bridge connecting small outposts on either peak. The Great Road beneath is still in use--in fact, the High Bridge has never been used in any capacity since construction. This may change in the near future.
Scenario:
Small skirmishes have taken place all along the borderof Rythmus and Pulsare, but the only real damage done has been to the alliance of the two countries. Now the famed Ecdinox Pass is going to see it's first military use. Outposts that were built as a precaution during peaceful times now see armies building up, preparing for war. The worst has come--Ecdinox Pass will now bear the brunt of the animosity between Rythmus and Pulsare.
Army: 2 players, 400-700 point armies
Glyphs: (Reccomended, to be placed as shown)
Glyph of Astrid x2--Out in the open, at the mercy of any traversing the Great Bridge.
Glyph of Gerda x2--Near the Great Bridge, open to attack from the opposing army's land.
Glyph of Valdax2--At the military outposts high in the Pass. A view from this height allows for more effective movement of troops, granting enhanced speed to an army. Control over both outposts allows an army exceptional speed.
NOTE: It is not shown in the picture, and due to computer problems, it's not on the PDF, but include a Glyph of Rannveig in each start zone.
Map Bio:
Despite it's name, Old Bantorf Outpost is a relatively new structure on the plains of Valhalla. Built to defend the open lands of Rhythmus during the last Great War, it was abandoned in large part during the disarmament following theend of the war. With renewed conflict in the region due to rumors of a nearby wellspring, Old Bantorf Outpost may once again serve militaristic purposes.
Scenario:
An army from Pulsare, the lands directly to the east of Rhythmus, has invaded the region. The two armies have arrived at Old Bantorf Outpost, one seeking to use it's strong walls to repel the attackers, and the other seeking to gain a new foothold in this land. The battle over the Outpost will be a major clash in a war that's engulfed the land.
Army: 2 players, 550-800 point armies
Fixed Glyphs:
Glyph of Valda x2--One in the fortress, The advantag to controlling the fortress is better mmand of your troops, and swifter movement. The other lies near Player 1's Start Zone--the army gains speed during their surprise attack.
Glyph of Astrid x2
Glyph of Jalgard x1--Near Player 1's Start Zone, the army prepared extra defenses for an assault on the fortress.
Glyph of Gerda x2
Glyph of Mitonsul x1--Those brave enough to venture into the lava fields find a power that may help your army, or destroy it.
Glyph of Lodin x1--The army controlling the fortress gets bonuses fitting for the domination of the region.
Glyph of Rannveig x1--see Glyph of Lodin
Glyph of Ivor x1--see Glyph of Lodin
Glyph of Brandar:
The Glyph of Brandar serves as a control mechanism of sorts for the fortress. The door for the fortress goes to neither player--instead, when a figure stans on the Glyph of Brandar, that army gets control over the door as long as the figure stands on the glyph. Control of the door can pass between players depending on who currently stands on the Glyph.
Also, any Glyphs inside the fotress walls (Valda, Rannveig, Lodin, and Ivor) do NOT take effect when a figur stands on them, like normal. The Glyph of Brandar must be activated as well for an army to recieve the bonus. (For instance, for the Range +4, an army would need a figure on both the Glyphs of Brandar AND Ivor.) Even if the Glyph of Brandar is activated, any other fortress Glyphs without a figure on them remain unactivated.
As long as a figure from EITHER ARMY is standing on the Glyph of Brandar, ANY figure may activate another Glyph for their army to recieve it's bonuses. For instance, Player 2 has the Glyphs of Brandar and Ivor activated, earning their army control over the door and Range +4. Player 1 has infiltrated the fortress and activated the Glyph of Lodin, and because the Glyph of Brandar is activaed, Player 1 recieves the addition to their d20 roll. However, because the figure activating the Glyph of Brandar is in Player 2's army, Player 1 does not recieve control over the door. (If this is still confusing, let me know and I'll ty to clear it up.)
Special Scenario Rules:
Besides the special rules applying to the Glyph of Brandar, There is one other set of special rules in this scenario. On the west side of the fortress, nearest Player 1's Start Zones, is a crack in the walls. Any figure standng in the moat adjacent to the crack may rol the d20 instead of taking their turn like normal. If an 11 or higher is rolled, it figure may slip through the crack and end it's turn on the space adjacent to the crack inside fortress. If the roll is successful and the figue slips in, their attack is forfeited that turn. If a 1-10 is rolled, the figure does not make it through and their turn is automatically ended. The d20 must be rolled before any figure on the card moves, and if the roll fails, all figures end their turn. (If the roll is successful, only the figure slipping inside ends it's turn.)
The same rules apply for a figure adjacent to the crack on the inside of the fortress--it may slip outside of the walls, given a successful d20 roll (11-20).
ONLY SMALL AND MEDIUM 1-HEX FIGURES MAY SLIP THROUGH THE CRACK.
Line-of-sight through the crack works as normal. A figure may shoot through the crack into or out of the fortress.
Other Details:
In terms of the physical layout of the map, the Outpost is more easily accessed by Player 2, and is geared more toward offense on Player 1 than Player 2. To keep the map even, Player 1 has easier access to such Glyphs as the Glyph of Valda, the Glyph of Astrid, and the Glyph of Jalgard, as well as more trees to block line-of-sight from the fortress.
Map Bio:
The cave under Catholl Plateau has long been rumored to house a mystical power. The ruins on top of the plateua are the remains of an ancient outpost, though the reasons why the original settlers left remain unknown. Catholl Cavern lies between two cities which have never had good relations, and with the heightened sense of alarm due to conflict over the wellsprings, Catholl Caven may see the first use of it's mysterious powers.
Scenarios: Scenario 1:
Small armies have been dispatched by each of the neighboring cities to discover the usefulness of the Cavern's power. The first conflict between the two cities will be seen over and under Catholl Plateau.
NOTE: Scenario 1 utilizes the Green and Orange starting zones.
Army: 2 players, 400-600 point armies
Scenario 2:
The tensions between the cities has hit critical level, and each city now prepares a sizeable invading force. After slogging through the moats of the city, these armies will do battle to determine the fate of the region. Domination of the cavern and the plateau will be critical for control over the lands.
NOTE: Scenario 2 utilizes the Red and Blue starting zones.
Army: 2 players, 600-800 point armies
Glyphs (FOR BOTH SCENARIOS): (Recommended, to be placed randomly as shown)
Glyph of Mitonsul x1
Glyph of Astrid x2
Glyph of Valda x2
Glyph of Lodin x1
Glyph of Jalgard x1
Glyph of Gerda x1
Map Bio:
The lands of Serkahn were once inhabited by a group of individuals known collectively as the Gransoth. The mysterious people were spread across a large part of the known world, not only in Serkahn, but also in the neighboring regions of Afanas, Rhythmus, and Pulsare. Not much is known about these people because the civilization was wiped out around seven hundred years ago. All that remain to prove their existence are the fortresses they left behind. Most of these are built around and into mountains. The iron-rich Ponsike Mountain is no exception--the Gransoth converted the entire mountain into a stronghold.
Scenario:
The sturdiness of the stronghold at Ponsike Mountain will be tested once again. Two armies ready for battle from across the ruins, and command over the ancient stronghold will be key to victory. Rumors of ancient artifacts gifting extraordinary power to an army inhabiting the stronghold will finally be put to the test. The time has come for this ancient fortress to see war once more.
Army: 2 players, 400-700 point armies
Glyphs: (Recommended, to be placed as shown)
Glyph of Astrid x1 (Fixed)
Glyph of Gerda x1 (Fixed)
Glyph of Ivor x1 (Fixed)
Glyph of Valda x1 (Fixed)
Glyph of Mintonsul x1 (Random)
Glyph of Rannveig x1 (Random)
Glyphs of Brandar:
When a figure steps on the Glyph of Brandar, put him on the corresponding Glyph of Brandar on the side-map. The northern GoB only leads to the northern entrance to the side-map, while the southern GoB leads to the southern entrance of the side-map. A figure MAY NOT move past the Glyph of Brandar without switching maps. Entering the cave on the main map is prohibited. Use of the side map is mandatory.
Special Rules: Pitch-Black Cave
Due to the darkness inside the cave, a figure not on the side-map may NOT attack a figueon the side-map. When attacking a figure at range inside the cave, the darkness may cause them to miss. Roll the d20 before any ranged attack on the side-map. If a 1-5 is rolled, the attack automatically misses the target. If a 6-20 is rolled, proceed with the ttack as usual.
The castle walls on the side map ARE NOT availabe tiles. They are merely there to represent the opening of the cave.
Due to some major techinical problems with my computer, all of my map files were lost, including Gransoth Falls. Unfortunately, this happened as I was in the process of posting Gransoth, and so I don't have any way to recover it. All I have left of the map are the images I had taken, so I'll post these, if nothing more than a tribute to a great map that won't be constructed again. (That map was so intricate, there's no way I'll be able to reconstruct it, unfortunately.)
Spoiler Alert!
Mountain View
Left Side View
Right Side View
Stronghold View
Main Bird's-Eye-View
Side Bird's-Eye-View
Map bio:
The Gransoth created many marvels of engineering in their day, but none so great as the stronghold at Gransoth Falls, named for the original inhabitants. The Gransoth converted this already strategic location into a grand fortrss, in their typical patten of building into the land instead of on it. Now, the stronghold built by the Gransoth so many years ago towers over the plains below, waiting for its new master tro arrive and claim it.
Map Bio:
The outpost at Quenthas Valley has long remained a mystery to modern archaeologists and scholars. Why an ancient race of people needed a small outpost in the middle of a lake hasn't ever been able to be proven. Recent research suggests that A group of ancient Kyrie constructed identical fortresses on each of the surrounding peaks, which were both connected to the central structure. The common theory states that, during a long siege, these Kyrie holed up in their central fortress and destroyed the causeways conecting them to the sister outposts. The attacking army ransacked the fortresses, and then left. Because the only other entrances to the fortress are deep underwater, these Kyrie most likely ended up dead due to their inability to recieve supplies.
Scenario:
Although the sister outposts on the twin peaks have since been destroyed by time and warfare, the central structure still stands, waiting to be taken up as a stronghold in war once more. Two armies stand on either side of the lake--however, The journey into the fortres is perilous. Will either side risk the dive to make it in? Only time will tell.
Special Rules:
The lake in Quenthas Valley is deep enough to dive in. Here are the rules and restrictions for diving.
-Instead of moving and attacking on it's turn, any single-spaced figure standing on a water space with a corresponding lakebed space may dive to the bottom. Place the figure on the open lakebed space on the side-map. If the corresponding space on the side-map is occupied, the chosen figuremay not dive. A figure may not dive onto a space occupied by a Glyph. A diving figure takes any leaving engagement attacks it may recieve.
-A figure moving underwater has two subtracted off of their move. Ignore height elevations when moving underwater.
-Range attacks underwater (special or regular) are limited to a maximum range of three. Height advantage applies.
-Resurfacing rules are the same as diving rules--any figure underwater may resurface on its turn, provided that the corresponding space is clear. If not, place the resurfacing figure on an open water tile adjacent to the corresponding tile. The resurfaced figure and the figure occupying its resurfacing space are now engaged. If there are no free adjecent water tiles to the corresponding space, the figure may not resurface and may take a regular turn instead.
-No engagement rules apply while underwater.
-Any special abilities activated by water tiles work underwater as well.
-Any terrain-based abilities work underwater, provided the figure is standing on the right type of terrain.
-Any terrain effect (such as road movement bonus or underbrush defense bonus) work underwatwer as well, unless specified otherwise in the scenario.)
-At the end of any turn, roll the twenty-sided die for any figure underwater that moved or attacked this turn (including special attacks and/or abilities). If you rolla 1-6, that figures recieves one drowning wound.
-At the end of each round, roll one atack die for every figure on the lakebed. If a skull is rolled, that figure recieves a wound.
-All underwater Glyph usage remains the same as it would on the surface.
Placed Glyphs:
Glyph of Rannveig x2
Glyph of Astrid x1
Glyph of Gerda x2
Glyph of Wannock x1
Glyph of Valda x1
Map Bio:
Deep in the swamplands, far in the south, lies an ancient fortress than has remained forgotten for centuries. Abandoned after a long struggle hundreds of years ago, some of the remnants of the fight remain--including a few seige ladders. The stronghold lies in wait for an army to take up shelter in it once more.
Scenario:
The ancient fortress, long abandoned, has now been rediscovered. These ancient walls again see use as new armies fight for control over the region--control that can only be achieved through the rule of the stronghold.
Army: 2 players, 1000 point armies--Use orange and cyan start zones.
OR: 3 players, 1000 points for Players 1 (Cyan and Blue zones) and 2 (Orange and
Red zones) and 1500 points for Player 3 (Green zone)
Glyphs: (Suggested)
Glyph of Astrid x1
Glyph of Gerda x1
Glyph of Wannock x1
Glyph of Valda x1
Map Bio:
Inside the borders of Serkahn, a ruined out post stands to guard one of the few landbridges from connecting the region to Pulsare. Del-Nilaff is the last major stronghold guaring the peaceful western realms of Serkahn. Long abandoned in times of peace, the ancient stronghold at Del-Nilaff will now be fought over yet again.
Scenario:
The invading armies from Pulsare have become increasingly bolder, and seem to keep coming with ever grater force. Now, they threaten to overrun large parts of Serkahn, whose forces were grossly ill-equipped to fight this new war. Now that the fight has been brought to Del-Nilaff, and whomever controls this strategic outpost after the battle controls the whole western region of Serkahn.
Army: 2 players, 400-600 point armies
Glyphs:
Glyph of Rannveig x2
Glyph of Astrid x1
Glyph of Gerda x1
These maps and scenarios are based off of events in the Lord of the Rings series.
They can be played with Classic 'Scape or the custom LotR figures that can be found in the Custom Figures forum.
Armies (Customs):
Player 1:
Fellowship of the Ring
Player 2:
Moria Goblin Warriors x2
Moria Goblin Archers x3
Start Zones (Custom):
Player 1 places the Fellowship in the nine allotted blue start zones.
Player 2 places the Moria Goblins in any of the twenty red start zones.
Victory Conditions (Customs):
Player 1 wins by getting eight of the nine of the Fellowship out of the battlefield through the light blue exit spaces, or by killing all of the Goblins.
Player 2 wins by killing two of the Fellowship.
Armies (Classic):
Player 1:
300 points, small or medium unique hero figures only.
Player 2:
300 points, small or medium common squads only.
Start Zones (Classic):
Player 1 places his/her army in the nine allotted blue start zones.
Player 2 places his/her army in any of the twenty red start zones.
Victory Conditions (Classic):
Player 1 wins by getting 200 points or more of his/her army thorugh the exit, or by killing all of Player 2's army.
Player 2 wins by killing 200 points or more of Player 1's army (Whole Card Scoring).
Special Rules:
The orange, green, and light blue spaces do not work like normal start zone spaces.
Orange and green spaces allow figures to jump between the crumbling walkways. Any figure on an orange space may attempt to jump to a green space instead of their normal movement. When attempting to jump, roll the d20. If you roll a 1-2, your figure does not make the jump and recieves two wounds. If you roll a 3-10, your figure recieves no wounds but does not make the jump. If you roll an 11-20, your figure is safe and may land on the corresponding green space. Figures may not jump from green spaces to orange spaces.
Light blue spaces are exit spaces for the Player 1's figures. Player 2's figures may not enter the light blue exit spaces. Any members of Player 1's army in the light blue spaces at the end of the round are removed from play, and gameplay continues as normal.
If any figure lands on a lava or lava field tile, that figure is automatically destroyed.
Road movement bonus does not take effect on Crumbling Staircase.
Scenario:
The forces of Isengard have exploited the one weakness in the main wall at Helm's Deep. With the Deeping Wall crumbling, the Isengard now takes the fight directly to the defenders of the ancient keep.
Map Bio:
On their way to the fortress at Helm's Deep, the forces of Rohan are attacked by a raiding party hailing from Isengard. Now the weary Rohan soldiers must win this unexpected battle before taking refuge in their ancient keep.
Map Bio:
Once a great city of Godor, Osgiliath now lies in ruins due to the raiding parties from Mordor. These ruins have shifted hands between Mordor and Gondor many times already, and the fight for this strategic city is coming to a head once again.
Armies: 2 players, 400-600 points each
Glyphs: (Shuffled)
Glyph of Astrid x1
Glyph of Gerda x1
Map Bio:
Saruman's deceit has been discovered by the Ents, who have retaliated by destroying the very walls of Isengard. With Isengard weakened after sending its armies to Helm's Deep, the forces of good have a strong chance of victory. Whichever army is left standing will assume control of the fortress overlooking the Gap of Rohan.
Armies: 2 players, 400-600 points each
Glyphs: (Shuffled)
Glyph of Astrid x1
Glyph of Gerda x1
Here you’ll find everything that doesn’t fit in the other categories. Maps that were made just for fun, for aesthetics, or as experiments can be found here. While they may not all be great for competitive matchups, they can be still be fun for those involved.
The Smallen-Sempal Project
A little project of mine to provide people with little terrain with a good selection of competetive maps to play on, based off of a central design.
Spoiler Alert!
Smallen-Sempal Field
Spoiler Alert!
RotV x1
Armies: 2 players, 400-600 points each
Glyph: (Shuffled)
Glyph of Astrid x1
Glyph of Gerda x1
Map Bio:
The lowlands of the southern edge of Skorlian Valley have long been fought over for their strategic position in Pulsare. The infamous Skorlian Trench is, hostorically, the most fought-over piece of land in the whole Skorlian Valley.
Scenario:
Two armies have converged on the Skorlian Trench, and prepare to add another entry into the list of battles that have been fought here. The trench is divided by a small stream that eventually feeds into Fhuron River. This barrier will be key in the battle yet to be fought.
Map Bio:
The road over Drantad Mountain had become increasingly dangerous in recent times. Although not quite big enough to be considered a mountain by most, Drantad Mountain revealed is true natue when lava forced its way up through the mountain and began wreaking havoc in the vicinity. Now, with the the lava transforming the small mountain into a seething volcano, the mountain has undergone drastic changes. It is a mircale that the pass is still intact.
Scenario:
Though Drantad Mountain remained a strategic outpost for many armies through the years, it's remains offer much less security. However, it is still important enough to be fought over in the modern wars--any high land in the plains of Serkahn are valuable enough. The two armies gathered to fight over this small plot of land are testament enough to this fact.
.
Map Bio:
Deep in southern Afanas, the Xanthos Fault cuts through the heart of the jungle. Lava seeps out of many crack in the earth's crust, and wreaks havoc with the environment around it.
Scenario:
As the invading armies of Pulsare surge into Afanas, the defending forces in Afanas pull back into the jungles. They fall back behind the Xanthos Fault, and gather their strength while they wait for the invading Pulsans. After trudging through the jungles, one of the Pulsan divisions encounters a fault flowing with lava, with their enemies already prepared for battle on the other side. Now they too must gear up for the fight ahead.
Army: 2 players, 400-600 point armies
Glyphs: (as shown)
Glyph of Thorian x1
Glyph of Gerda x1
Glyph of Astrid x1
Map Bio:
In the northeastern lands of Pulsare, the frigid air of the north pushes farther south into the jungles than anywhere else in the region. This dramatic shift in climate and environment is known as the Thraxon Divide--named for the explorer Thaxonus, who discovered this centuries ago.
Scenario:
The legions of Afanas have been busy holding off the invasions of Pulsare, but have seen fit to launch a counteroffensive of the invasive land. The first of several small armies has landed on Pulsare soil, and has made it through the relatively small icy wastes in the north. Now, these armies have encountered troops stationsed in the region, and the region of Afanas will make its first move in the new war.
Start Zones:
400-600 Points: Red Zone
600+ Points: Red And Orange Zones
The Green Zone is the Connector Zone.
This is a half-map. A half-map can only be use with another half-map. Both half-maps must be connected together at the designated connector zones, as close the center of the connector zones as possible, to be used. If the zones are not of the same side of the hex (corner or side of hex), then place them together as close a possible.
One Game to rule them all, One Game to find them,
One Game to bring them all and in their wallets bind them
In the Land of Valhalla where the Valkyrie lie.
Haha yeah... I abandoned tables long ago... Though unfortunately the tiles suck on carpet. Luckily we now have a new thicker area rug covering part of our basement floor that holds the tiles much better.
Last edited by ProtoFury; September 8th, 2009 at 02:47 PM.