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Chas Scenarios

chas

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Chas Scenarios

At least once a month for the past 16 years (excepting Covid), The New York City Gang of Four has played games using custom scenarios in rotation. You can see most of our scenarios on our thread, which has a link down below in my signature. I've posted a few of them here downthred as well, but they are very far back This thread will include the very best of my own scenarios!

Note that in scenarios where a Freebuild map was used (and others as well) the group thread often includes photos so you can rebuild one like it if you wish! There are also usually lists of the armies we all used to play them. Check out posts just before or after the Thread Post Number for related posts including game session reports and other related information and comments by both us and various visitors!

There are also scenarios and all kinds of other posts by the rest of the gang in the NYCG4 thread. We are Chas, Sherman Davies, Taeblewalker, Kolakoski, and now Thrasher Darkrai.

Yesterday we played a particularly fun one of mine, and I'm going to copy it to the next post. I've now put more here as well. Every month we play, usually with 3-5 players. So rather than tournament style, our maps are usually large ones. We'll start out with Switcheroo, which we played yesterday. You can also find it on Post #1700 on our thread linked below in the signature line. Feel free to browse, lurk, or offer comments there. And if you are coming to NYC, let us know and join us for a day of gaming!

All questions and comments are welcome, especially if you've tried some of these scenarios out yourself.

Scenarios On This Thread Include

Switcheroo
Road Rally
Illusory Walls Rules For Age Of Annihilation Play
Faction Flags
The Infinity Gauntlet (Superscape)
The Hills Are Alive!
Isle of the Dragons
Avalanche!
Trained Armies
Faction Scape
A Wintry Mix
Sensational Squadscape March
Generalscape: The Battle For Utgar's Wellspring
(Dadscaper General Cards and My Valkrill)
The Lost Altar (Volcano)
The Three Room Campaign
Scape Of The Rings: Mount Doom (Sherman Davies' LOTR customs)
Heroscape The Gathering: Is General Tso Chicken?
(Blender Rules For Combining Heroscape with Magic The Gathering:
Arena of the Planeswalkers
)
Mars Needs Air!
Criss Cross Scape
X-Men vs Shiar: Battle For The Throne (Superscape)
The ChasScape Challenge (Superscape Power Levels)
The Illinois Smith Memorial Treasure Hunt: A Pulp Adventure Superscape Scenario
[Game Master File: The Illinois Smith Memorial Treasure Hunt (Seperate Post)]
 
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SCENARIO FOR MY GAME ON SEPTEMBER 16, 2023


HEROSCAPE SCENARIO: SWITCHEROO!
By Chas



Armies: This is a free for all game. Players field armies of 500 Points, occupying a maximum of 12 spaces, set up in individual 12 Hex Start Zones.

Use Partial Card Scoring; players should keep all figures they defeat in front of them. Each squad figure is worth the point total of the card divided by the number of figures in the squad rounded up. Once a full squad is taken by a single player, he gets the card score instead if it is different.

It is useful to keep score during the game. After 10 Rounds, the player with the highest score wins. If there is a tie, only the players who tied play one more Round, without switching cards. If the game is still tied after this Round 11, this is the final result.

Classsic, VC and AOA cards may be used, but no Marvel/Supers. Duplicates of AOA cards may be used for the very first time now in different players' armies.

The Map is ORTHOPTERA by Sheep. Add five hexes to each of the six start zone shown depending on the number of players from 2-6 to make 12 spaces. For a 3 Player game, use two outside zones and the inside (middle) one on the opposite side of the map. This is a link to the download on his map thread:

https://www.heroscapers.com/download...Orthoptera.pdf

The Switch At the beginning of Rounds 3, 6, and 9, before Order Markers are placed, make a Special Initiative Roll (“SIR”), In this order, players will make their switch. Powers affecting the regular Initiative Roll, which will be made afterwards normally, may not affect the SIR.

Making The Switch

All switches are voluntary. But if a player passes on switching, he will not get another chance that round.

Take 1 Card. One at a time in SIR order, each player may take one card from any other player who still has at least two cards left. They may not take the card that costs the most Points which their victim has on the table at the present time. Since this "protected" card will change if the original one becomes a casualty, the owner may declare which new one is now "protected" if there are two or more of the same point cost after the original one is removed.

*Only 1 card can be taken from each player during each switch. If a player is playing multiple squads, only one squad, full if available, is taken. A second squad from a squad taken cannot be taken by a second player. Squad figures taken can be chosen by the Taking Player, and should be marked to show current ownership with markers colored by player.

*The taking player now controls the card they took. Figures with cards that are switched remain as they are on the board as is. They now treat only other cards in their new army as friendly.

*A card that is taken cannot be taken a second time that Turn.

*A card that is defeated (eliminated) cannot be taken.

*A card that is taken, if wounded, may remove 1 wound if a Hero, or add one figure if a Squad who has lost figures but has not been defeated. An added Squad figure can be placed adjacent to any friendly figure of the new owner, but not adjacent to an enemy figure (as defined in the moment).

*A card taken who has figures placed on other cards leaves them on those cards. A card taken with other figures placed on it previously may have these figures remain or removed as defeated at the choice of the new owner.

*A card that was switched on a previous SIR round can be taken.

*A card whose figures start the game off the board such as the Airborne Elite can be switched, either before or after it enters.

*A card with an Age of Annihilation multiple wound squad switched recovers first one wound on an onboard figure if possible, and if not one previously killed figure with one wound on it.

Note: This is the final version of the scenario, and has been modified to include answers to questions asked by the membership and a couple that came up during play. Now that the three games have been played, this now includes the minor changes made after Game 1 and used during Games 2&3.


***


Comments on Switcheroo

This scenario was inspired by my new board game The Last Kingdom, in which players may switch sides during the game. Also by some Snake Draft or other Scape games I've played where players choose to play armies or cards that other players or the Game Master have/has brought to the table as part of the game's pool to choose from.

Building Armies: as in these other types of games, you don't want to make your army too powerful, because others may steal some of your cards during game play. You may not want to take cards that are too dependent on other cards in your armies.

Choosing Cards To Take During the game, a number of factors will help you decide what to steal from other players. The order in which you choose, like normal initiative order, will partly determine which cards are available for you to take when your turn to take comes around. In addition, some cards may already be reduced by Wounds or if Squads, figure loss.

Everyone's second strongest card will probably be the prime targets for stealing. It occurs to me though that you may have an opportunity to steal them back during a later Switch!

You may want to 'hate draft' a card so an opponent doesn't get it, because it may be too powerful in combination with what that player has already in his army. This occurs in many other board games where Card Drafting is used such as Blood Rage or now The Last Kingdom.

Since you cannot get points for cards now taken into your own army, but others can, during end game Full Card Scoring, this is another aspect to be considered.
 
THE CHAS ROAD RALLY HEROSCAPE SCENARIO
(Draft 5.0, 4/13/23)
NYCG2 Post #1515

This scenario is made up of two games played one after the other in a Free For All. Only the victor of Game Two wins the scenario.

Armies Each player fields one 500 Point Army with Classic, VC, or AOA cards (no Marvel). There is no space limitation.

Not Allowed: no Fliers (or Sergeant Drake II), Teleporters--all powers that allow a figure(s) to be removed from the board and replaced elsewhere--although Carry is still allowed--such as Tul-Bak-Ra, Mika Connour, Cal the Smuggler, etc., or characters with immobilizing powers such as Cyberclaw are allowed. Also no Droppers (Airborne Elite) or Gliders (AOA Glider Strikers and Wing Commander Tuck Harrington). This is a race game. If you are unsure about a card's eligibility, check with the Game Master before Game Day.

The Three Checkpoints Each army must “Register" at each of three numbered checkpoint in order, by coming adjacent to its Glyph Space. To Register, the figure must end its movement. Only one Checkpoint can be Registered by a particular army on each game round.

The first Unique Hero to reach each Checkpoint will draw a Treasure Glyph from a restricted Pool of them chosen by the GM. Normal Treasure Glyph rules apply—they can be dropped, picked up, transferred, etc. Other types may Register for their team, but get no Treasure Glyph.

The GM will keep track of all Checkpoint Registrations as they happen. Only a member of an army which has Registered at all three Checkpoints can land on the FINISH space.

START and FINISH Spaces All armies start off the board, and enter through the same START space. You must move off the space immediately. All Army Cards are considered to have the Phantom Walk power for Round One. There is no combat allowed in Round One. No powers that affect other players' characters may be used.
Characters who enter the board may not leave it again.

In Between Games: When any one figures reaches the FINISH space at the opposite end of the board, Game One immediately ends. Remove all remaining figures from the battlefield. These and any figures remaining offboard that have not entered the battlefield during Game One are now reset to the second "Pit Stop" offboard position to enter on the Game Two Start Space only. The player of the winning army draws a Treasure Glyph if that army has at least one Unique Hero in it, even if it was defeated/killed.

Healing Phase (Modified "Second Wind") Each player/army will roll for Healing between games for each figure in their army. This is a gentler "Second Wind." Roll for each of your figures, whether killed in the previous game or not.

For surviving figures, roll an amount of dice equal to the Wounds taken during the last game. For figures previously defeated/killed, Roll one Attack Die for each Life. Each figure starts the next game with one Wound for each Skull rolled. After rolling for a defeated/killed Unique Hero, it still gets a minimum of two lives back, so add any not recovered during rolling to reach this total. All Squad figures whether previously defeated/killed or not roll normally with 1 die each, and if they roll a Skull their figure is removed from the campaign (race) going forward.

Game Two will consist of a Second Lap run backwards. All competing armies will start off the board and come onto the Game One Finish space, which is now the Game Two START space. The old Game One Start space is now the Game Two FINISH space. Game One Entry Rules Apply: During Round One all figures have Phantom Walk, and there is no combat allowed.

Treasure Glyphs The winner of Game One also gets to choose a random Treasure Glyph from the pool and place it with any Unique Hero surviving. All Glyphs may be transferred between figures in the same army between games. Up to four Treasure Glyphs may therefore be awarded in/after Game One, and are kept for Game Two if still held by a living Unique Hero when the game ends (not if dropped and left on the board when Game One ends, in which case they are removed from the game)

Up to three Game Two Treasure Glyphs will be drawn from the diminishing pool during Game Two, and will therefore be different from previous glyphs awarded during or after Game One.

The army with a figure who reaches the Game Two FINISH Space first wins the race/scenario. (Or the last army on the board wins automatically at any time).

The Map will be a custom build by the GM with a variety of terrain, but not particularly favoring terrain dependent cards. In line with my favorite type of "spectacle" map, it has large distinct zones, each with a dominant terrain type: Arctic, Desert, Forest, Rock, Plains, etc. There are two rivers, a bridge, ruins, a belt of volcanic lava field, pine and jungle trees and foliage, etc. The route between the Start, Checkpoints, and Finish across the map each lap is a big "W," to maximize the distances that need to be covered.

Since its a very large map, the idea is terrain variety without making passage too difficult at any particular point, so that the games will be of reasonable length. However, racing across it against fellow combatants should make it quite challenging.

Treasure Glyph Pool

Permanent
Heroic Rune +1 Attack
Talisman of Defense +1 Defense
Brooch of Shielding Disengage

Temporary
Potion of Healing -3 Wounds
Ring of Protection +3 Defense Dice
Whetstone of Venom If cause 1 Wound, +2 More
Belt of Giant Strength +2 Attack

Place Names

For those of you who like a little local color in your games, here are the names emerging as my freebuilt map comes together:

Start/Finish Hex: The Infinity Point

Area around The Infinity Point; Northwest Area: The Plain

Southwest Area: The Hills

Checkpoint #1 (Southwest Area): The Hidden Grove

Checkpoint #2 North Central Area: Fort ZinderChas

Checkpoint #3 South Central Area: Hole In The Rock

Southeast Area: The Lake District

Finish/Start Halfway Hex and surrounding Northeast area): The Pit Stop
 
Illusory Walls Rules For AOA Play

After the failure of the Hasbro Age of Annihilation offering, I started my own AOA Revival Project, based on Anitar's and a few of my own cards, the first scenario, glyphs, and even a map based on the AOA Display Photo on the offering page. My most original contribution was the following, which allows you to use this hinted at feature not given as rules at the time. So here they are; you can use them with AOA units or normal units, or even Supers.

There are many, many posts, some with photos, on this project on our NYCG4 thread linked below in my signature line. We started out using armies entirely made of the new AOA units, usually from a single faction, against each other. We later added cards for the units not shown at all as cards: the SOTM Heroes upgraded and the Kyrie. There is a list of proxy figures we use for all of them from my extensive figure collections.

Finally, we've now integrated these units into our regular games, which include Classic and VC Customs regularly. See the thread link for many posts with the armies we used, game commentary, photos, etc., including a map as close to the Display Photo as I could get it with normal castle walls, used as Illusory walls!


Illusory Wall Rules 2.0
By Chas
NYCG4 Post #1480

This is a Scenario Rule, to be used in a particular game or not.

1. Wall Sections placed during map building may be Unglamored (Normal) Walls, marked as such by a White Marker, or Glamoured Walls, whose status has not yet been determined. They may include all other castle features (see below), but not be connected to Glamoured Walls. A Glamoured Wall Section connected by a doorway is one section. A Glamoured Wall section with a break, even if it is visually continuing the same wall in position and direction, is considered to be two separate Wall Sections; each of which requires its own D20 roll.

2. Wall Sections placed during map building may be Glamoured Walls. These may include doorways with or without doors, but not include any other castle features such as Caps (therefore no figures can land on them), Battlements, Wallwalks, Ladders, or any Custom Pieces. Glamoured Walls act as Normal Walls until their D20 roll is made. Glamoured Wall Sections must be free standing; they may not connect to Unglamoured (Normal) Walls marked as such.

3. When a figures comes adjacent to a Glamoured Wall, it may roll a D20:

If the number rolled is Even, the Wall Section remains a Normal Wall for the rest of the game. Mark it with a Blue Marker.

If the number rolled is Odd, the Wall Section is an Illusory Wall for the rest of the game. Mark it with a Red Marker. An Illusory Wall blocks Line of Sight, but may be moved through. Count the space that the Wall takes up when moving through it.

4. After the D20 roll, which may only be made for one Wall Section in a figure's turn, that figure ends its turn, and can take no further actions. If the figure was a Squad figure, the other figures in its Squad make take their turns, if they have not already done so.
 
Here Draft 3 of the September ChasScape Scenario. Note that the Custom by Scytale for the Acquilla Flagbearer (we still don't have a VC one) is a dwarf.


FACTION FLAGS
A HEROSCAPE SCENARIO (Draft 3.0)
By Chas


The Flagbearers Used

The Flagbearers used are:
Classic: Hatamoto Taro (130, Einar) Laglor (110, Vydar) Acolarh (110, Ullar) Sir Gilbert (105, Jandar) Ornak (100, Utgar) C3V: Gothlok (130, Valkrill) Custom: Dorrond Greatstone (110, Acquilla; Scytale)
https://www.heroscapers.com/communit...6_original.jpg

Faction Flagbearer Force Fields: The Holy Banners of the Flagbearers are impregnated with magical Force Fields by their Archkyrie Generals. They cannot be moved by any other figure, friendly or enemy. They can only move normally under their own power, unless they are Captured (see below). They therefore cannot be teleported, flown, carried, thrown, chain grabbed, knocked back, or etc. They also cannot be mind controlled. Other types of powers will work on them normally.

Initial Draft Each player will draft one Flagbearer in an order randomly determined by the GM before building their armies.

Armies 600 Points/24 Hexes; at least half of those build points (rounded up) must be in the faction of the Flagbearer you choose. That Flagbearer costs no points; he is free! But remember to include him in your army hex count! He works as a regular figure for all purposes until he is Captured (see below).

Victory Goes to the individual player in a Free For All or a team in a Team Game. Victory goes to the first player/side who can defeat and “Capture” a Flagbearer, and escort him back to the Capturer's Start Zone (“Jailed”), or either friendly Start Zone in a Team Game. No other victory conditions apply.

Game Length A game lasts until a Flagbearer is Jailed. A game can be called if it becomes obvious that one side can do nothing to prevent the other side Jailing its Captive Flagbearer.

Flagbearer Capture, Freeing, and Jailing

Capturing A Flagbearer A defeated when taking its last Wound. Instead of being removed from the battlefield, he is considered “Captured.” He cannot take any action or use any Power for the rest of the game, except for regular movement after being freed, and cannot use special movement powers he might have originally had. A Captured Flagbearer is moved by any adjacent enemy figure to remain adjacent to his captor, up to the Flagbearer's movement rate, and must end on a hex where he could normally end his movement. The captive can be transferred to any other adjacent enemy figure as his captor if both enemy figures are adjacent to the captive at any point during movement. The Flagbearer cannot, as during the preCapture segment of the game, be moved by any other power or ability of another friendly or enemy figure. A Captive Flagbearer cannot receive or use an Order Marker—even if no enemy unit is adjacent—during the round after he is captured.

Freeing A Flagbearer A Captive Flagbearer is Freed by having its captor moved to nonadjacency,or when the only adjacent enemy is defeated and removed. In this case, the Flagbearer still retains the limitations of being captured, other than that he can now move normally under his own player's order markers. This change of condition takes place on the start of the next round after he is Freed, if no enemy figure is adjacent. Due to the nature of its rough imprisonment, it cannot Fly, Teleport, or use any other special power, Attack or Defend for the rest of the game. A Flagbearer, once it has been Captured at all, cannot leave adjacency from an enemy figure for the rest of the game, and cannot be moved other than by regular movement (such as a power of a friendly figure).

A Flagbearer, once it has been Captured even if later Freed, cannot be moved by anyone if he is adjacent to both friendly and enemy figure(s!) No Order Marker can be placed on such a figure by a friendly player.

Jailing A Flagbearer When an enemy captor brings a Flagbearer to his own Start Zone(s), the game immediately ends, and that captor playe/team wins the game!


Scenario Session It is suggested that one Free For All is followed by a Team Game. The teams are chosen randomly. Two different armies should be built by each player, using the same Flagbearer for both—one intended for each type of game.

***

FAQ Clarifications

The following were drawn up during the two 3 Player "practice games."

1. A captured Flagbearer (FB) does not creat adjacency with other figures except for its captors.

2. A captured FB can be moved by its captor if no other players unit is adjacent to the captor, even if it is adjacent to the FB. (?)

3. If two captors unfriendly to each other are adjacent to an FB, the FB cannot be moved.

4. You only move your own FB by itself, not by another of your figures.

5. No FB is ever taken out of the game! Once captured, it takes no Lava or Falling Damage, etc.

6. If you capture an FB, your movement ends.

7. A freed FB is not considered to be "under your control" for power purposes.

Note: This scenario was played several times with multiple players on different occasions. Maps used included The Forgotten Waters, an original official ROTV map.
 

Well met!

From 2014:

THE INFINITY GAUNTLET: INTRO

This is a new scenario draft (no map built or chosen yet) using the new C3G Christmas releases of Thanos and the related glyphs Infinity Gauntlet and the six Infinity Gems. Its very experimental and cutting edge for a game I'm planning for my local group, The New York City Gang of Four. Of course, you can play this scenario with Supers only if that is your preference.

So far we've been experimenting with mixing Supers and Classic/VC Custom Scape in limited ways. You can see the latest game designed by Sherman Davies on Kolakoski's blog and older solo attempts of my own in the nonsupers Battle Reports section. For a long time now I've wanted to treat Supers as just more available Army Cards for the game, although I think the scenario should set up a structure for this so that they do not overwhelm other possible army builds. By keeping the point builds limited, you allow Classics to hold their own, and Support Supers characters (lower pointed supers, non-supers, etc.) to shine. One of my earlier explorations included, for example, what I call "Pulp Adventure" games, where supers were maxed at 200 points, and descriptions of some of these games are onsite as well.

This will be my very first "UNRESTRICTED" supers scenario, in that it not only mixes Supers with Classic/Custom Scape, but also allows supers from various sources. The idea is not that players have to flip through thousands of cards to make the best possible unit selections (although they can), but to be able to play some of their favorites by using cards available from the site or from my own very large private collection (see Chas Quickscan Master Lists in Custom Comic Creations).

I'm balancing this by having a known major villain the other (2-4) players can build against, and structuring the teams to limited guidelines.

All positive comments are very welcome indeed! I'm going to start a thread to discuss combining the two types of Scape as well.


THE INFINITY GAUNTLET (4/8/14 Draft)

A Single Scenario by Chas


The evil Thanos has the Infinity Gauntlet, a hi tech/magical glove that can absorb the powerful, mystic Infinity Gems as he finds them. Each gem gives its holder great ability. Together, they would be invincible. Thanos must be stopped, or he will be able to reshape the universe to his will! Trust me, you wouldn’t like it!


1. VICTORY

This is a Semi Cooperative Scenario. Each player is out for himself, but all others need to stop Thanos from winning to score. After 15 turns, the player with figures in possession of the most of the six Infinity Gems wins. Players are ranked in the order of how many they control. However, if Thanos wins, all other players lose! Gems once absorbed by the Infinity Gauntlet can only be counted by a figure who possesses the Gauntlet.


2. THE THANOS PLAYER

The Game Master will play Thanos (C3G) and his army (only Evil characters). He begins with the Glyph of Infinity Gauntlet. Should he lose the Gauntlet by damage or defeat, other Unique or Common Heroes may equip and use it. The six Soul Gem glyphs are scattered around the board. Once the Gauntlet absorbs them, they are kept with it permanently.

The Thanos player will use two identical sets of Order Markers for his single army, and activate two Army Cards with the same number Order Marker at the same time, in the turn order as assigned to him each turn after initiative rolls. No one Army Card may be given a pair of identical OMs on the same turn.


Info File 1: Thanos C3G

*Eternal*Unique Hero*Conqueror*Nihilist*Medium5*

*7 Life*Move 5*Range 1*Attack 7*Defense 6* 500 Points*

Permanent Death Special Attack: Range 4 Attack 5 Choose a figure to attack. You may also choose up to two other figures adjacent to the chosen figure to be attacked by by this special attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Anytime a figure that is not an Event Hero or destructible object is destroyed by this special attack, remove it from the game. It cannot return to the game by any special powers or glyphs.

Spurned By Death: At the start of any round after Thanos is destroyed, if you place all Order Markers on this Army Card, you may place Thanos on any empty space within 3 clear sight spaces of any figure you control and remove all Wound Markers from this card. Spurned By Death can only be used once per game.

Super Strength
Flying


Info File 2: Glyph Of Infinity Gauntlet

This figure may also equip Infinity Equipment Glyphs (The Six Soul Gems). When an Infinity Equipment Glyph is equipped by this figure, this glyph immediately gains the special powers of the Infinity Equipment Glyph and the Infinity Equipment Infinity Glyph is destroyed. This glyph cannot be chosen for any special power on any Army Card and cannot removed from the card of this figure by any special power on any Army Card or glyph unless it would be lost by this figure receiving wounds or being destroyed. If this figure would lose this glyph by receiving wounds, roll the 20-sided die. If you roll 7 or higher, this figure does not lose a glyph this turn.


Info File 3: Glyphs of Infinity: The Six Infinity Gems

1. Mind Gem: Mental Shield/Order Marker Reveal
2. Space Gem: Teleportation
3. Reality Gem: Order Marker Rearrange
4. Time Gem: Additional Turn
5. Power Gem: +2 Attack, Super Strength
6. Soul Gem: Unnatural Resurrection

These numbers correspond to those on markers initially placed on the board blank side up to indicate the position of a glyph without revealing its identity.


3. PLAYER ARMIES

Each army totals 2,000 points in 24 spaces. The Thanos player may only use Evil figures. "Evil" is defined as Supervillains or Classic/VC army cards working for Utgar or Valkrill. (There are a few cards that I allow either side to use, such as Civilians, Bad Cops, and J. Jonah Jameson).

All other players may use both Good and Evil figures. Each army may be composed of one A Character (351-500 points), one B Character (241-350 points) three C Characters (201-240 points) and the rest D Characters (Up to 200 points). 'Characters' while usually Unique Heroes, may also be any type of army cards such as Uncommon or Common Heroes or Unique or Common Squads, as usual. Note that these are maximum strengths; you can take more characters/cards of lesser point values if you like. Supers can come from the DC, Marvel or other "Universes."

Supers: Superheroes, supervillains and their related support figures may be drawn from three sources:

1. C3G Customs
2. Sherman Davies Customs
3. The Chas Quickscan Master Lists (two lists; Heroes and Villains) These lists include all Chas customs, and also duplicate many C3G and Sherman Davies customs, as well as those from many independent designers; all have been approved as reasonably play balanced and costed (by Chas).


Classic Heroscape: All Classic and VC custom characters are eligible.

Proxies may be used for any figures as necessary.

A particular Unique Hero may only appear once in the scenario. For example, no other player besides the Game Master may take Thanos. All other players may coordinate their team lists as desired, but must submit them to the GM before the game begins. In the case where any other player duplicates choices by the GM, they will have to replace those figures. If notified of the need to replace duplicate figures not taken by the GM (but taken by more than one player) they may decide among themselves who will replace them on his team. In general as GM, a "first come first served" practice will apply if more than one player wishes to use the same character. Different designs for the same character may not be used together in the same game.


4. MODIFIED GLYPH RULES

Glyphs used include the Infinity Gauntlet possessed by Thanos at game start, and the six Infinity Gems scattered around the board randomly. Each gem glyph will remain unidentified until it is equipped (picked up) by a figure, except for the last one.

Unique and Uncommon Heroes may equip and use glyphs. Common Heroes and all squad figures (Unique and Common) may carry, but not use them.

No figure may pick up/carry more than one glyph at a time, except for the wearer of the Infinity Gauntlet. No glyphs may be destroyed. Glyphs may be transferred between adjacent figures at the end of either adjacent figure’s movement during their use of an Order Marker.

Because this scenario may be used by players not familiar with the basic C3G glyph rules (or just to save you looking it up), here is the one you need to know about the most: "Losing Equipment Glyphs: If a figure you control that is carrying an Equipment Glyph is destroyed or wounded, choose one opposing player to immediately place the Glyph power side up on an empty space within 5 spaces of the space your figure last occupied." (Heroscape World's Finest Rules: Darkseid Has Arrived! page 5, 2010 C3G).

Otherwise, normal Heroscape Treasure Glyph Rules are in effect.


5. MAP

The mapboard will be 32 x 23 spaces, and include my often displayed “Multpalooza” of almost every type of Heroscape terrain, in this case excepting lava and castle wall. At game start, 24 space corner Start Zones will be selected in turn by a player die roll order, except for Thanos, who will have a raised Start Zone at the center of the board.

Light Green (grass) and Dark Green (swamp) will count as normal movement; costing one movement point per space. Snow (Heavy Snow), Ice (Thick Ice), Sand (Shifting Sand), and Rock (Broken Rock) will cost double movement (2 spaces per hex). Snow and Sand also represent No Fly Zones, due to frequent snow or sand storms. Rock additionally provides +1 Defense Die against any non-adjacent attacks/powers. Start zones are in Swamp (Dark Green). All other terrain with special effects are as usually played. A few exceptions are for visual effect: asphalt (road), concrete (normal), and dungeon (normal).

The following specific descriptions are in Building Units. A BU consists of 48 hexes; two 24 hex pieces placed together to form a symmetrical rectangle. The entire board is a rectangle 4 BU wide and 4 BU deep, with width being the longer dimension. BUs are described from left to right in four ranks from top to bottom.

* = contains a random Infinity Gem glyph.
**= contains part of Thanos Start Zone


First BU Rank (Top of Map):
Corner BU (one stwamp 24 hexer denoting a start zone and one grass 24 hexer.
Raised swamp divided by a river and swamp hexes with jungle trees and bushes.*
Snow and ice with glacier mountains*
Corner BU with raised dungeon seven hexer outside start zone

Second BU Rank (Below top Row)
First of Two Rock BU (veritcally) with shadow, rock outcrops, raised rock, and central lava field seven hexer*
Grass BU with raised low hills **
Grass BU with raised low hills **
First of Two Rock BU with raised rock and higher seven hexer (asphalt) with castle battlements and two short road sections *

Third BU Rank (Above Bottom Row)
Second Rock BU (vertically; see above)
Second Grass BU (vertically; see above)**
Second Grass BU (vertically; see above)**
Second Rock BU (vertically see above)

Fourth BU Rank (Bottom Row)
Corner BU with raised dingeon seven herxer outside start zone
Sand BU with ruin maze
Pine forest maze on grass base
Corner BU

***

6. LOCAL GROUP PRACTICES

As this scenario is currently being created as a template for "Unrestricted Mixed Supers" games, some specific gaming practices evolving for The New York City Gang of Four will be mentioned for your consideration:

1. Other sources for Supers cards may be considered if proposed by players. An example is the cards of Grey Owl, which are prolific and creative, but not necessarily balanced and sufficiently tested for game play. The GM will consider them on a one for one basis. Some of them are already on my own Quick Scan Master Lists.

2. Synergy Adjustment for cards by different designers may be considered in the future. The most common adjustment I make in my solitaire games is for Command Ability. I sometimes allow cards with Command abilities to bonus or synergize with other members of a game team/army. This is most common with Government Agencies, Military, Police, Terrorist, or General Criminal groups. For example, any superhero working a mission for a government agency may be considered an "Agent" of their commander for that mission if that commander has a special ability for the category "Agent." This may work vice versa, if the subordinate has synergy with a specific type of commander but the one being used is worked as a different type.


7. THE INFINITY GAUNTLET: GAME INTRO

“And so it begins. Oh death, where is thy sting?”
--The Mad Titan Thanos

In a secret sector of the Galaxy where he has built his fortress base, Thanos assembles his legion of minions. On the huge multi screen viewer before him appear six varied out flung worlds, each of which, he has recently discovered, harbor an Infinity Gem. There is an icy polar planet, a desert surface with the remains of an unknown ancient city, a watered overgrown swamp, a deep pine forest, a volcanic vista, and a ruined castle tower left over from some forgotten war.

The mad god raises his arm, clad now with the Infinity Gauntlet, which he hopes will make him Master of All. In the gray hall of his palace, he looks down at the mysterious recesses inset around its surfaces. Each can hold a gem and make it one with its wearer’s will. If only he can find the mystic jewels! The diverse metallic holders, like incomplete pieces of a three dimensional jigsaw puzzle, glitter in the moonlight shining down through the ceiling.

He has plotted the best way to disperse his forces to find and seize the gems. Now, at the final hour, he calls to his council table his perverted and corrupt super powered host; weird beings both human and alien, waiting to be unleashed on the unsuspecting races of the galaxy. They are unique heroes, common heroes, and squad members. From low beast to talented human to rapacious super criminal, they listen to his instructions and prepare to deploy.

“Any interlopers who may have heard of your master’s quest and plan to thwart it for either noble motives or to seize the powers of the gems for their own selfish ends must be utterly crushed! Now go! The time for victory has come! ”

They bow and leave him. Thanos has chosen his elite force carefully. As he watches them move to their various tasks, he smiles. Let the games begin indeed!

***
 
Well met!

From 2013:

For 11/6/13 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!
 
Well met!

From 2013:

The Gang of Four will be gathering again at my place, on Friday, 9/20. There is a very good chance, I understand, of our having at least 3, possibly 4, improbably 5 players, as opposed to the recent 2.

[As I was asking all and sundry for ideas, chas created a full-blown scenario, complete with back story and Special Rules!]

The Introduction, Special Rules and Armies are by chas (i.e., the entire scenario 8)). The Map is a sleight modification of my Isle of the Dragon!


ISLE OF THE DRAGONS!

By chas


INTRODUCTION

By the time the First Student ran to the library, the Master’s life was oozing out of the ugly slash in his belly. As the younger monk dropped down on the floor beside the monastery’s Chief Librarian, who held the head of the revered ancient one in his lap, the First Student could see that there was no hope. An Old One’s life was always in careful balance between the forces of death and the elder’s own powers of renewal, and that carefully preserved balance had now been broken by a tragic act of violence. The excited witness who had come to get the First Student back in his own room had reported seeing the Second Student fleeing away to the front gate, holding a bloody ceremonial knife and a large but tattered scroll.

The First Student bent closer as the mortally wounded old man tried to speak, gargling blood. The voice of his beloved teacher came out only in a whisper. “Map…the Isle of the Dragons…221B…” Then with an awful death rattle, the old man’s head fell to one side, as his spirit departed his mortal body. With a shock, his student realized he would never again receive guidance from his favorite teacher!

The Head Librarian surrendered the body sadly to those who came to take it away, gesturing the First Student to follow him over to one side of the large scroll depository where they had seen their Master depart. When they were left alone, the Librarian went to the door the mourners had exited and locked it behind them. Then he strode to the forbidden section that held the oldest documents of all. Taking out the key always kept around his neck as a sacred trust, the keeper of written wisdom unlocked the pigeon hole numbered as the deceased man had indicated with his final words. Then with a grim scowl, he unrolled it back on the main table before the First Student.

“Behold,” said the older man, “The secret location of the Isle of the Dragons! Many centuries ago, when the Great Dragons fled this dimension, they left a focal point where a special mortal could focus the energy of the earth and sky together, and gain great power—for good or evil. Now the map has been stolen. But the Old Master had a copy made, and here it is. You must send a party of brave adventurers to ensure that the location of the Isle remain a secret, lest a Dark Magician or other unworthy person discover the power hidden there. If that happens, they will have the ability to conquer the earth, and all of us upon it.”

“Why are you showing it to me?”

“Who else is there? But be warned. Should you attempt to keep the power for yourself rather than dismiss it, this power will eat into your heart if it is not completely pure, and corrupt your soul. So do not risk this path, or trust others to do so.”

“Why did the Master himself not take the power?”

”He had the opportunity once, long ago. But no pure man who holds the power even for a little while and comes to know it, would risk its dangers. That is the irony of gaining power in this world!”


Map: A version of Isle of the Dragon!, without Teleporters, and with more height in the Shadow Passage.

photo_348_99476.jpg


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Armies:
Each player fields an army of 500 points , 24 spaces, on the Isle of the Dragons! map. Multiples of two players (2, 4, 6, 8, etc.) will be in teams, with Start Zones expanded to accommodate them.


Victory Conditions: Victory goes to the side who wipes out the other army(s), or has the most points remaining after 10 turns.

Special Rules:

Minor Dragon Heads (4): Whenever any figure ends its movement on a space next to a column topped by a Minor Dragon (Crocodile) Head, or is moved there involuntarily (by an opponent's unit, through Throw, Knockback, etc.), it must roll one battle die, taking a wound if a skull is rolled.
.


Major Dragon Head (2): If one Unique Hero per army reveals an order marker while on a space adjacent to a column topped by a Major Dragon Head, it will get +1 (or -1, for units like Marcu) to any D20 roll it makes. On the second successive turn it fulfills this condition it gets +2 (or -2), and on the third +3 (or -3). This maximum bonus remains in effect for successive turns for this figure only. Should the figure no longer fulfill this condition, another Unique Hero from that army may begin the sequence over again.

Let the contest for Ultimate Power begin . . .
 
Well met!

From 2013:

chas has designed a scenario for the Gang of Four based on the eventual final confrontation in the Game of Thrones. Sherman Davies and I will be fielding the forces of Light, while chas (and Taeblewalker, if he can make it) will handle those of Darkness. I
n creating these armies, chas says, "Game of Thrones' theme is denying some synergy, . . . but not too much."

Good Army 1: The Mother of Dragons

160 Warforged Soldiers x 2 (The Unsullied)
150 Mimring
150 Brimstone
140 Othkurik
120 Siege (Jorah Mormont)
100 Ana Karithon (Daenerys Targaryen)
30 Eldgrim (Tyrion Lannister)
850

Good Army 2: Westeros

150 Cathar Spearmen x 2 (Stannis Baratheon's Army)
140 Eltahale (Brienne of Tarth)
140 Knights of Weston x 2 (Knights of Westeros)
110 Evar Scarcarver (John Snow)
100 Jordawn (Melisandre)
100 Sir Denrick (Jamie Lannister)
90 Count Raymond (Stannis Baratheon)
10 Isamu (Face Shifter)
840

Evil Army 1: Lord of the Undead

240 Zombies of Morinden x 4 (Westeros Undead)
180 Zombie Hulk x 3 (Old Giant Undead)
150 Cyrpien Esenwein (White Walker)
140 Phantom Knights x 2 (Old Magiked Undead)
120 Death Knights x 2 (Old Wizard Undead)

20 Marcu Esenwein (Old Insane Undead)
850

Evil Army 2: The Black Undead

280 Deepwyrm Drow x 4 (Black Crow Undead)
150 Ogre Warhulk (Giant Chieftan Undead)
110 Death Chasers of Thesk x 2 (Wilding Undead)
100 Pelloth (Old Black Crow Commander Undead)
100 Ogre Pulveriser (Giant Shaman Undead)
100 Shades of Bleakwood (Old Spirit Undead)
840
 
Well met!

From 2011:


It appears that the Gang of Four will be playing chas' Avalanche! on the evening of Friday, January 20, 2011 (see below).

AVALANCHE! (A Bounty Hunters Scenario for Heroscape) 1. ARMIES: Each player gets 550 points of Classic Heroscape figures (including D&D), plus C3V and SOV, but no other customs or Marvel. However, all figures must have a distance attack of some kind to be eligible! This includes special powers which cause damage at a distance. Eligible figures can also use their adjacent (melee) attacks as usual.

2. BOUNTY HUNTER RULES: This is a free for all. Players get the points of the Army Cards they kill, but only the player who defeats the last (or only) figure on the card by scoring the final wound gets any points for it/them at all, and gets all the points.

3. AVALANCHE RULES: These are used on boards with Glacier Mountains or elevated terrain formations made with snow hexes. Unfortunately, distance attacks make noise, which can trigger an avalanche! Melee attacks do not trigger any avalanche.

A. When a figure makes a non-adjacent attack within two hexes of a glacier mountain or snow formation at least two levels higher than the base of the board (which is also higher than the hex the figure is on), the owning player must roll for a possible avalanche. An avalanche may affect ALL figure within two hexes of the Glacier Mountain/Snow Hex GMSH that forced the original attacker to make this avalanche roll; they must roll as well in the current round’s initiative player order—each player will roll for all of his figures being affected before passing on to another player’s figure(s).

B. For a figure making a non adjacent attack, after the attack is made, make the Avalanche Possibility Roll, which is one die as in a Leaving Engagement, with a skull precipitating an avalanche against the one or two hexes of the figure’s base. The figure need not roll is standing on a hex that is higher than any that might trigger an avalanche. Place one snow hex below such base hexes of the figure affected. This is a permanent addition to the board terrain. A avalanche snow hex covering up lower terrain negates this terrain type except molten lava, which destroys (melts) any such snow hex that would be placed above it.

Avalanche Effect One: The figure itself then rolls again for possible damage as a Leaving Engagement: one skull giving one wound.

Avalanche Effect Two: If the figure is not destroyed by Effect One, place an Avalanche Marker (AM) on the base of this figure. To remove the marker and in effect dig itself out of the snow, the figure must use an order marker to take no action other than removing the AM. No further move or attack is possible at this time. If there is no current Order Marker on the figure, it must wait until a later round to dig itself out. Buried figures (with AM) may not take any action or be attacked. The normal adjacency of a buried figure is ignored for all purposes until it removes its AM! .

Design Notes: This is a draft. After playtesting my volcano rules successfully in The Lost Altar, I wanted to provide rules for interactive snow terrain. Instead of doing the same flow idea, I decided to try something a little more thematic to an arctic disaster movie. You can try the Avalanche! rules independently of the scenario too.

Another interesting idea in a different scenario would be to give snowy Army Cards, most of which are melee types, double movement on snow and ice: Dzu-Te, Frost Giant, Ice Troll, Greater Ice Elemental, Nerak the Glacian Swog Rider, etc. Or you could use them in this scenario, operated by a Defending Game Master against the other players. Then it would be fast melee cards vs range types! Cool.

Would a silent elf bow cause an avalanche? Probably not. But then we have to get into special cases and exceptions that will never end. So we’ll keep it simple. If I can set up a whole new metagame with a few sentences of scenario rules, I've done my job.
 
TRAINED ARMIES

"The army that trains together, reigns together!"
--Commander Chas


Rules Change: Trained Army Bonding

All army card bonding powers change the descriptions of who the card's character(s) bonds with to "any members of your Army of the proper type." The specific Species, Class, and Personalities (SCP) of your cards may now be ignored for bonding limitation purposes! Common/Uncommon/Unique and Hero/Squad types remain the same on all cards. Specific General Loyalties and Size/Height also remain the same, as do all numerical values and Special Powers.

Clarification: If the specific SCP on your Bonding Power are no longer limited by that specific descriptor, it means that now any Hero or Squad type of that descriptor in your army can be bonded with. So if you bond with a Darklord--then because a Darklord is a Hero--and "Darklord" is no longer specifically binding, you can now bond with any Hero in your army (including a Darklord)!

Armies

Each player brings two armies for one Free For All and one Team game. Each army total is 600 Points, and must fit in 24 hexes. Each army must include a minimum of two Hero and two Squad cards of any type (Unique, Common, or Uncommon). All Classic and Customs may be used, but no Supers.

Victory

Each game lasts 10 turns, with full card scoring determining the winner(s). In a Team game, points earned by both players/armies on the team are added together to determine the winning side, even if some of the players have been eliminated.

The map used was Bad Moon Rising by Game Bear There are notes to the map changes I made on Post #1242 of the NYCG4 thread, and much other commentary on the thread on nearby posts as well.
 
*December Faction Scape*

Welcome to a simple new type of Heroscape scenario. I call it Faction Scape In our upcoming December session, we'll use these easy rules and definitions for army building.

General Scenario Conditions
We'll use Classics and Customs, but no Supers. Each player will bring two completely different Faction Armies--no duplicates--of 550 Points each. We'll do a Free For All, with a second game that will either be a team game or a second FFA. Each game will go 10 rounds, after which the player with the most points wins with Full Card Scoring. Here are the parameters within these general conditions:

Faction Army Rules

1. Half the total army points must be composed of cards from the same species. For those of you hung up on Political Correctness, that's the first desciptor on the left of the card, aka "race"). Note that members of the same species in the same army may have allegiance to different Generals. Species are expanded to include "Half" Species (of that Species), Eladrin for Elves, etc.). A Hybrid is an Orc. If it walks like a duck and quacks like a duck, its a duck. Feel free to ask for any necessary clarifications.

2. Each army must be composed of one Champion (defined below), a minimum of one Hero (Unique and/or Uncommon) and a minimum of two Squads (Unique and/or Common). No single card except the Champion may cost over 110 Points each.

3. A Champion may cost up to 220 Points. There can be only one (per army).

4. There is a limit of 24 starting spaces.


If you have any questions or suggestions, feel free to post them to me or all of us before game day. This is more like what I expected thematic Heroscape Armies to be like from when the game first came out, so let's see if it works.
 
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A WINTRY MIX

A 2018 Holiday Heroscape Scenario For Up To Six Players
NYCG4 Post #873

By Chas



According to legend, way up in the misty snow covered Dragonspine Mountains lie fabulous magic treasures. But winter storms and the terrain is challenging, and explorers in the past have returned empty handed, if they returned at all. Now several parties are going up there, and all hands will be against you except those of your own group!

This is a Free For All scenario for 2-6 players with armies of 650 points each of Classic or C3V/SOV figures. Treasure Glyphs may become available which will give you special abilities and be worth extra Victory Points at the end of 10 Turns if you possess them. Otherwise you earn the VP of enemies you defeat (Full Card Scoring) plus points you still have on the board at the end of the game.

Expect the unexpected! Ho Ho Ho!

***

Note: The Secret Game Master Information needed to run this scenario will be added here after the upcoming session on Saturday December 1, 2018.

***

Here are some hints about the map just sent to the players:


Guys,

The map for Saturday's A Wintry Mix Heroscape scenario is up! Since as a player I can see it and you can't, here are some hints:

Lots of glacier mountains, snow, and ice. Also pine trees, ruins, road, shadow, and bits of molten lava and water. There are three inactive widely spaced regular purple glyphs, marking the spaces where your unique/uncommon heroes can search for golden Treasure Glyphs--for which normal rules apply, although those that may become available will be my own custom TGs. The map is reasonably friendly to two space characters, but there are some tight corners! There are no limits on army building other than 650 points, so have fun making your army. I've got some ideas for mine, which I'll be assembling today!

The battlefield is easily big enough for six players, although I'm only expecting four right now. The start zones are the first two-three rows of the board edges, each of which is clearly divided into three sections by partial sight blockers.

***


A Wintry Mix—Secret Game Master Information

The Terrain and Finding Treasure Glyph basic rules are revealed at game start. Other rules here marked with an asterisk (*) are revealed to the players only as they come into the game.

Terrain: All Snow is Normal Snow. All Ice is Slippery Ice. Note the rule Landing On Slippery Ice, which means all figures landing on such a hex from flying leaping, falling dropping, etc. as well as moving must pay 2 Movement Points per Ice Hex.

*Storm of Frozen Shards: Before Order Markers are placed, at the beginning of Turns 3, 6, and 9 (of 10), roll a D20. A result of 1-14 means a deadly Storm of Ice Shards blankets the entire board! If the storm occurs, each player must roll six attack dice, and assign all wounds rolled to any of their characters as they desire. A character who dies cannot be given any further wounds. A squad figure may be killed, but a Hero many only be reduced to one wound remaining by the Storm. (Note: this phenomenon is from one of the Frozen Soul Game Scenarios from the Thaelenk Tundra expansion).

Treasure Glyphs: (+250 VP each if held at game end)
Normal Treasure Glyph rules apply (see Battle For The Underdark).

Finding Treasure Glyphs
There are three gold Treasure Glyphs (TGs) initially placed evenly along the center line of the board among the Ice Mountain passes. If a player's Unique or Uncommon Hero (only) land on these TGs glyphs, they may roll to find them. If found, the Hero must then roll for traps as normal (1-5 = 1 Wound).

*D20 Roll of 12-10 finds a glyph. If none is found, player may roll again when flipping another another Order Marker for the occupying figure.

*Custom Treasure Glyphs (Reveal individual TG properties only when found, or when the first Storm of Shards occurs for the Wand).

The Mesmer Mirror: (Proxied by the Broach of Shielding ) The carrying player may immediately steal one army card from another player, except that of the highest point value in that army remaining on the map. Any current Order Markers on the card are removed. If two in the target army have the same point value, make a random roll to see which may be stolen. Keep control of the card until it is defeated, or until the carrying player loses the MM Treasure Glyph. If another player picks up the MMTG, he may now use it, and so forth! A player can only have one mesmerized enemy card in play at one time. However, if the card is defeated, he may take another one.

The Soujourner's Stone: (Proxied by The Giant Hunter Stone) The carrying player gets +3 movement to his entire army.

The Weather Wand: (Proxied by Brandar's Chest) The carrying player is immune to the effects of The Storm of Frozen Shards. (Do not reveal this effect until the first storm!)


***

We had two great games yesterday with this new scenario, which you are free to try. Photos will eventually be downloaded so you can see how I freebuilt the board. Two separate session summaries will follow; one for each game.

Since Taeblewalker was unable to attend due to inclement weather, and another pal was ill, I gave my players two options to proceed with just the three of us:

Starting Option A:

I or someone else could run two armies. Because this was a free for all scenario that would not work as a team game, and I obviously was not going to attack myself, I suggested that they not attack each other either for the first few turns. But they felt it would be unfair to them, and so chose:

Starting Option B:

The long edges of the map had been divided by ruins into three separate sections of 8 hexes each, in case we had six players. My plan for having a four player free for all was to have each player start on a left or right section in effect in the corners of the map. For a three player free for all, should it become necessary, I planned to have two players begin in two corners on one side, with the third starting in the middle section on the opposite side, forming a triangle of starting areas. Although the player on the other side was a bit further away, the map was designed to have players need to get to the middle of the board quickly. So we gave the least experienced player that middle position. This proved so successful that the players elected to use it again for Game Two.
 
SCENARIO: SENSATIONAL SQUADSCAPE MARCH (Played 8/15/2018)
By Chas



ARMIES: Each player will field an army of 600 points, made up of Common Squads. It may also contain up to one Unique Squad, and must contain one Unique Human Hero. There are no space limitations. Each player will get one 24 hex Start Zone, but any additional units played may enter from offboard onto their own Start Zone, counting the first empty space entered as the first movement space. C3V/SOV Customs are allowed.

GAME LENGTH: 10 Turns

VICTORY:

1. March Spaces The battlefield will contain one numbered March Space per player, plus one in the approximate center of the board. March Spaces will be placed toward the middle of the board approximately equidistant between two Start Zones. March Spaces will be indicated by numbered Glyphs power face down, which are otherwise inactive.

Each player can earn 1 Victory Point for occupying each different March Space. Players will record the individual specific numbers of any March Spaces they occupy during the game. Once occupied there is no further VP count, but holding a March Space will prevent other players from scoring them.

2. Hero Casualties Each player can earn 1 VP for defeating an enemy Hero. Note that all other casualties are irrelevant to Victory in this scenario!

3. Heroic Tiebreaker: A player with their Hero still on the board will will win a tie against others without their Heroes. Otherwise, ties are allowed.

MAP: To be announced, with various terrain features.
 
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;) For a long time now, I've wanted to use Scaperdad's General Army Cards in a game with their own faction armies. I finally went back to the thread, and discovered he'd added Acquilla too, some years ago. So as I begin to put ideas together for The New York Gang of Four, and possibly three other "visitors" who may be coming around to play, I'd like to share what I'm up to, and ask for your input. I'd prefer to hear from folks who are interested in the idea, rather than those who think its sacrilege to game with Generals. (The full scenario, with a 'Thormun's Journal' introduction, can also be found on ScaperDad's thread: *Update* I've added Aquilla--Custom Generals , Custom Characters and Army Cards area, Customs site section.

GENERALSCAPE: THE BATTLE FOR UTGAR'S WELLSPRING

Each player will choose a general and make up an army totalling 1,000 points of his faction only, including the variable points for each General, with no space restrictions. The original two alliances of Utgar/Einar/Vydar and Jandar/Ullar/Aquilla will form the two teams, with an equal number of players on each side. The game will be ten turns long.

The winning team will be the one who has any figure on the Wellspring at the end of three rounds, which need not be consecutive. Players will be ranked in order first on the winning side (Positions 1, 2, and 3) , then on the losing side (4 ,5, and 6) by points scored by defeating enemy figures. If there is no team win, ranking will be strictly by points scored.

The map will be a Sacred Grove with a central wellspring down in a large central depression, and lots of terrain variety, approximately 17 x 33 hexes. Each side will enter from off the board on one of the long sides.

If a General is defeated
a) The Command Token is immediately removed from the game.
b) That player's forces may not attack during the next round. They may move and conduct other actions such as healing.

Comments: If this turns out to be fun, it could be the first battle in a short campaign. They never did give us a map or much info on Valhalla, so its time to get in there and make it happen!

Since the General were done some time ago, many new Classic cards were issued afterwards. How to handle "loopholes," where the card and General card interact too create a questionable situation. For example, Kolakoski, who chose Vydar for our first game, notes that a combination of General Vydar's aura and the Warforged Soldiers' defensive ability makes it impossible to damage them with a regular combat die. Of course, they have to be within 3 of the General, and K. promises not to use more than the two WS squads he owns.

A generic fix I'm considering says: "When the players agree that a "loophole" situation has been created, that player may use either the General's power or the card's power, but not both." This is certainly easier than searching through all the known army cards to "fix" things.

Note: When using General Valkrill (see below), he can command his own and Utgar Army Cards! However, his Command Token only functions for his own cards, as do those of all other Generals.

Valkrill: The Odd Man Out

Here is my draft for Valkrill. He'll be used for games with an odd number of players, starting out defending the wellspring on the board. Kolakoski is working on rules for him to spend half the game on each team by using up ten tokens--five from each team--during each turn of the game. Here's my take on this chaotic nutcase, who is meant to conform with Scaperdad's fine style in creating other Generals. I'd suggest you read through the other Generals first if you have never seen them, before you check this one out.

GENERAL VALKRILL

(Valkrill)

6 Life
Move 6
Range 1
Attack 4
Defense 4
260 Points

Kyrie
Unique Hero
General
Relentless and Wild
Medium 5

Valkrill's Command

At the beginning of each round, place the Valkrill Command Token ("Wounds -1") on any Valkrill card you control. This token allows one squad's number of figures from that card (2 or 3) to ignore the first wound taken in any attack. When the attack is made, you must announce whether that figure is being so protected. Each figure can only be protected once per round. Place a marker on the card to indicate each figure so protected. When the correct squad number is reached, the power ends for that round.

Soul Transfer
When an order marker is revealed on General Vallkrill's card, instead of movement he may desroy any Valkrill squad figure and appear on that figure's current space. General Valkrill may then continue his turn.

Obsession With Chaos

At the beginning of each round, before order markers are placed, roll the twenty-sided die. If a 19 or 20 results, no more than one order marker may be placed on General Valkrill this round.

Flying

(As usual)

***

Note 1: Scaperdad's wonderful custom General Cards can be found here:

https://www.heroscapers.com/communi...6396&highlight=Scaperdad+Custom+General+Cards

Note 2: For long Commentary, Army Lists, and even Photos of this epic battle, see Posts 123-125 here:

https://www.heroscapers.com/communi...hlight=Scaperdad+Custom+General+Cards&page=11

Note 3: This game was played in September, 2012.
 
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THE LOST ALTAR



(Heroscape Scenario by Chas, Draft 3: 10/11)


Armies: 550 Points; all classic Army Cards are allowed including D&D, but no Marvel or Customs. Read the scenario rules carefully before choosing your army.

Game Length: 15 Rounds.

Victory: Each Treasure Glyph may generate up to two Victory Points (VP) per game. Each Permanent TG will give its summoner one VP when summoned at the altar, and once at the end of the game if held by any player’s figure. Each Temporary TG will give its owner one VP when summoned at the altar, and once when declared used (even if it effects nothing) or if unused, at the end of the game to its owner! There is no other way to earn VPs. VPs cannot be lost, although glyphs themselves can be lost by their current owner.

Game Start: There are no start zones or start zone restrictions. Players will enter their figures from any board edge in the order of Round One initiative. A player marks his own three connected entry hexes as his first figure enters on the center one. No player may enter less than five hexes away from another player’s entry hexes. All figures not placed on the board during the first three rounds are automatically defeated and removed from the game, at which time you may remove entry hex markers as well! If one of your entry hexes is a road hex, you may enter along it with the road bonus.

Alternate Set Up: Players roll initiative just to place their start zones. Then make a seperate roll for Round One Initiative, after which players come on the board in that order.

Special Scenario Rules:

1. Regular Treasure Glyph Rules are in effect, with the following changes. All non-Unique figures, whether heroes or squads, may pick up, carry, and drop TGs; but only Unique Heroes may summon or use them. A Unique Hero may carry up to 3 TGs at once; any other figure only 1 at a time. However, a Unique Hero costing over 110 points may not interact with TGs in any way (summon, carry, use, etc.). Use one of each Treasure Glyph available as the Summoning Pool except Brandar’s Chest, from which one is drawn when summoned.

2. The Altar is where Treasure Glyphs may be summoned. A Unique Hero not costing over 110 points standing at least partially on the central Altar Hex may, instead of moving, roll a D20 and receive a random TG underneath his base on an unmodified result of 17-20 (it still has to be picked up on a later turn). For each subsequent summoning roll by anyone, one number less is added to a possible success;, so the second roll will be 16-20, etc. A ‘1’ always fails.

3. The Volcano requires a second D20 roll after any s glyph summoning roll is attempted, with the same chance of success. If this Volcano Roll ‘succeeds,’ the volcano will erupt (once per game only)!

a) Every player except the one who just made the latest glyph summoning roll now places one molten lava hex adjacent either to the volcano’s crater (outside it) or adjacent to another previously placed molten lava hex, on top of the terrain already there. Once the volcano has initially erupted, each player with at least one undefeated figure on the board will place one in the same manner at the end of every round (no more Volcano Rolls need be made). After the eruption, all Lava Field hexes inside the volcano are treated as Molten Lava, but cannot themselves be "replaced" by Lava Field hexes during the lava placement at the end of a round.

b) Should you run out of molten lava, replace one molten lava hex closest to the volcano crater with a lava field hex, and then place that molten lava hex down as usual. ML hexes when being placed cannot normally “climb” onto any hexes with height, but may replace any water, shadow, tree, bush or road hex adjacent to an ML already placed!

c) If at any time the altar’s platform is first completely surrounded by molten lava, no further glyphs can be summoned for the rest of the game.

d) A player owning a piece under which a molten lava hex is placed must immediately displace one hex to a non-prohibited hex, or it is defeated. It continues to displace if further ML hexes are added under it as possible, one hex at a time. A figure displacing takes no leaving engagements. A glyph alone in a hex covered by ML is destroyed. A figure with the Lava Resistant ability does not displace.

e) Steam Explosions: when a molten lava hex replaces any water, snow, or ice hex, all figures within two hexes must roll as if taking a leaving engagement!

4. Rough Terrain: All small and medium figures on rock terrain get +1 defense dice from regular non adjacent attacks.

The Map A large map has roads entering in each of the four corners, Each road runs between two Glacier Mountains, which are at least three hexes away on the board edge on either side of every road, which leads toward the center through various terrain. About halfway in the terrain changes from grass to rock and sand, and the roads end. The altar is at the foot of the central volcano, separated by one hex. It is a one high seven hexer platform, and not rock terrain.. A Glyph Summoning Space is clearly marked in the platform center. The volcano crater is a five level high rock ring surrounding and one level higher than a seven hexer lava field inside it. All ice is thick. .

Record Keeping The following things must be recorded during the game:

a) Rounds as they are completed. After the Third Round, remove all start zone markers. The game ends after 15 rounds.

b). Victory Points earned by players as glyphs are summoned and as Temporary Glyphs are used..

c). Each player with a figure possessing a T Glyph (1 VP per glyph) at the end of the game.

d). Each player’s total VPs: all glyphs successfully summoned and temporary glyphs used, plus all glyphs held at end of game).

Player Notes

1. The requirement that all your figures must be on the board after three rounds limits you to nine Army Cards except for special entry ones like Rechts or Airborne Elite.

2. You’ll probably need a Unique Hero or two costing no more than 110 points in this scenario.


Design Notes

Suddenly, a Scaper from another state was coming to visit with his gal, and we needed a scenario that would work with any number of players from 3 to 6 as a free for all, in case some people didn't make it to this quickly scheduled session. So I combined a few new and old things. And when was the last time you raided a lost altar just before, or just after, the volcano exploded? Also included are some modifications to the regular Treasure Glyph rules, and part of my original use of rock terrain from back when Scape first came out many moons ago.

The scenario has now been played once, and a few tweaks added; mostly volcano rules clarifications. It worked better than I had any right to expect in a five player, five hour game! Feel free to try it out. You can also lift out either the Modified Glyph Rules or the Volcano Rules by themselves to put in your own games. Enjoy!

One possible variant would be to have two altars on the map, on opposite sides of the volcano. However, I felt that this would just degenerate into two seperate games, which often happens in Heroscape, and I wanted everyone to interact with everyone else. As a result, there was only one of the four other players that I did not interact with in the first game. Our board was about 30 x 20 hexes.

You could also try it with a smaller board as a shorter Ten Turn game.


***

THE LOST ALTAR

Introduction

Far in the northlands, at a back table in the Tall Tankard Inn, three striking women shared dinner and conversation. The travelers drew some interest even from the subdued local patrons. But when any other customer essayed a stolen look, they'd draw a sharp answering glance from one of the trio, and the outsider would look away again. In the lands of magic, one learned not to bother powerful beings! The angelic winged woman and the purposeful high elf clearly had business to discuss that brooked no interruption, and the dark one with them gazed at onlookers as if they were sides of mutton to be devoured!

Sharwin Wildborn: So, its agreed then? We'll be treasure hunting under the shadow of the smoking mountain. It will be dangerous. And yet I don't think we'll be alone. Others have heard of the hidden valley in the snow mountain range, and this is the only time of year one can get through. I've heard that other parties are assembling; it will likely prove a race to the prizes!

Iskra Esenwein: Ha! Personally, I've never 'raced to the altar' before, even in a long, long life. Any thought to other members for our team, Captain? (It was unusual for the vampire to defer to anyone; but you can't outrank an Eladrin)! I'd suggest some people I know: a Fire Giant named Shurrak and an Iron Golem. Both are proof against the Red Flow Death. And I'll bring my little Bogdanian pets along, of course.

Kelda the Kyrie Warrior: Adventuring makes strange bedfellows indeed! But a giant will make a large hole in our provisions along the way.

Iskra: He'll be worth it. And the golem does not eat at all, so that will balance out, more or less. Here, pass that flagon of wine along! I love to drink the stuff...when I can't get anything else.

Sharwin: Done, but even larger comrades still draw only an equal share. Agreed?

Iskra: Fine.

Kelda: I wouldn't think you'd be friendly with such companions. Your folk usually keep to themselves.

Iskra: Well, all Utgarians know me, and Vydarians are...shall we say, changeable in their loyalties? Besides, everyone can use a magic item or three. I'm partial to the jeweled pretties, myself. (She raised her glass in a toast). Finders, keepers, eh?

(They clinked their glasses together, and the other two repeated the grim jest). "Finders, keepers!"

***

Playtest Postgame Scenario Suggestions, Comments, Army Lists used and further commentary and fiction intros can be found here on the original thread:

https://www.heroscapers.com/community/showthread.php?t=37864
 
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:) THE THREE ROOM CAMPAIGN:
(A Simple Framework For Quickstart Heroscape Wargaming)

Now that I've got a few D&D rooms set up at once, and I'm finished playing D&D adventures for now, what's the least amount of rules I could use to take advantage of the simultaneous map setups with all my Classic stuff, including the MS3-D&D sets? Let's see:

Draft One: Underground Against Utgar

1. The Defending Utgar player (using only Utgar army cards), allocates an Army of 500 points to each of three linked underground rooms. Each army of either side must have at all times at least one Unique Hero acting as a Commander, or it immediately surrenders. If one Commander is killed, another may take over instantly, but not if the army is out of heroes. Set up the first Defending army, but not closer than five hexes to the five entry spaces in the middle of the border of the first room.

2. The Attacking Player (choose one non-Utgar Archkyrie General and only his/her Army Cards) starts with a 500 point army, which will enter on five entry spaces at the middle of the outer edge border of the first room. EDIT: The Defending player may never place a figure on an entry space.

3. Each Room Battle goes on until one army is destroyed, surrenders, or flees. Before surrender, defending figures may flee to the next room and are considered out of the Battle. They may begin in an army of any following Room Battle. Attacking figures cannot advance to the next room.

4. The Attacking Player must win three battles in a row to win the Campaign. The Defender wins the Campaign by winning any one battle (Good Guys have it tough).

5. If the Attacking Player wins a battle, he will enter the next Room Battle with 500 points of reinforcements, plus full (if squads) unwounded Army Cards of all survivors of the first battle. Use the same General's units if you have them, or a different non-Utgar General (ally) if you do not. If the Defender has figures which have fled, they also return with a full Card (if squads) and unwounded.

6. The Defending Player sets up as above in the second or third room, and the Attacker enters from any hexes in the previous room.

Six rules. Not bad. I'm thinking I'll start with Ullar vs. Utgar (Good Elves vs. Bad). If you try this system out, let me know how it works for you.
***

EDIT:
First Playtest: Three Room Campaign #1: Ullar vs. Utgar

Room #1

ULLAR:
Atlaga
Protectors of Ullar x2
Syvarris
Warriors of Ashra
Theracus

UTGAR:
Sir Hawthorne
Adele the Pain Giver (My Custom)
Minions of Utgar x2
Iskra Eisenwen
Rechets

Room# 2

ULLAR:
Charos
Venoc Warlord
Elite Onyx Vipers
Armoc Vipers

UTGAR:
Grimnak
Ornak
Heavy Gruts
Blade Gruts x2
Swog Riders x2
Arrow Gruts x2

Room #3

ULLAR:
Ulginesh
Arkmer
Jorhdawn
Chardris
Emiroon
Kyntela Gwyn

UTGAR:
Pelloth
Drow x3
Mimring
Deathreavers
 
SCAPE OF THE RINGS: MOUNT DOOM (Draft 2)
A Heroscape Scenario Using Sherman Davies' LOTR Customs
by Chas

nyCG4 Post #523 Played June, 2017

This is an alternate Lord of the Rings scenario, using some of the LOTR customs by Sherman Davies (SD) and classic Medieval Fantasy Scape cards or C3V/SOV Fantasy/Medieval Customs (no guns or more modern units). It is set for four players in two player teams.

Victory Good Players: Get The Ringbearer to any Mt. Doom Lava Field peak hex and have him spend one further round there adjacent to the top cone molten lava hex. He must use Order Marker Three on this following round to “throw the Ring into the fire!”

Victory Evil Players: Kill The Ringbearer before the above can be accomplished!

Good Player Armies:
The two Good Players must split up the nine Fellowship cards into 4 and 5 Fellowship cards per player armiy.

The Fellowship
(All Sherman Davies (SD) Cards)
Gandalf the Grey 230
Aragorn 150
Boromir 135
Legolas 140
Gimli 140
Frodo Baggins 60
Samwise Gamgee 60
Meriadoc Brandybuck 40
Peregrin Took 40
TOTAL: 995

In addition, each Good player may add cards which, with his Fellowship cards, total 750 Points. Good players may use the SD cards
Lothlorien Archers 120
Spears of Imladris 75

Evil Player Army 1:
750 Points Total, 24 hexes maximum
May include SD Cards:
Lurtz 130
Uruk-Hai Warriors 100
Any cards from Utgar and Valkril (no guns or moderns)

Evil Player Army 2:
750 Points Total, 24 hexes maximum
May include SD Cards:
Mordor Orcs 55
Any cards from Utgar and Valkril (no guns or moderns)

The Map:
The map will be smaller than our usual map, to get everyone into the action. Each player starts in a 24 hex start zone on either the opposite Good or Evil board edges. Mount Doom, in the center, will be five levels high with a few lava field hexes here and there, and a central molten lava cone at the top.

Special Rules:

1. See Victory Conditions

2. The Ringbearer:
Frodo Baggins starts out as the Ringbearer, and a Ringbearer cannot voluntarily give up The One Ring. Only one of the four hobbits can serve as a Ringbearer. If any Ringbearer is killed while rolling for The One Ring (not any other death), the Ring may be transferred to any other Hobbit within 3 hexes. That Ringbearer then is give The One Ring special power from Frodo's card. If there is more than one possible Hobbit who can receive the ring, the Good Player controlling Good Army One need not reveal which Hobbit is The Ringbearer until either using the One Ring special power or throwing it into the fire of Mount Doom.


For reference, Sherman Davies' customs LOTR thread is here:


www.heroscapers.com/community/showthread.php?t=25487&highlight=Sherman+Davies+LOTR+Customs

Note: See the signature thread around and after Post #523 for Game Comments, Photos, and Rules Changes
 
DRAFT SCENARIO FOR SEPTEMBER CHASSCAPE:
"IS GENERAL TSO CHICKEN?"

All questions and comments welcome!
Game Played On September 14, 2016 NYCG4 Thread Post #425

***

HEROSCAPE THE GATHERING: “IS GENERAL TSO CHICKEN?”

A BLENDED SCENARIO FOR HEROSCAPE AND
MTG AOTP (POST INNISTRAD)


By Chas (Draft 1)



INTRODUCTION: This is a two game series for four players. First we'll play a team Heroscape game with 600 point armies with a new, simple General Rule. Then for the second game, each player will add a 600 point Magic Arena Planeswalker army to his General Army. There will be a pause between games for drafting mono colored Planeswalkers (from the original core game), with their summoned army and spell deck. We'll be using the new Post Innistrad (Third Set) army totals, units, and spells, but not the multicolored Planeswalkers (with one of each set, that could make drafting complicated and limited).

GAME ONE: “IS GENERAL TSO CHICKEN?” Before coming on game day, each player builds a 600 point Heroscape army, using the following rule. General Rule: The highest point value Unique Hero in a player's army will be declared as his General (No, you can't turtle in the start zone with General Kyntela Gwyn)! If two cards are tied, the player may choose either as his General. However, if the General is defeated, the player and his army is out of the game. However, your General may not be Mind Shackled or Controlled, temporarily or permanently.

Otherwise, all standard Heroscape rules apply. The Start Zone will be a standard 24 hexes, but note that on ly 23 of them may be filled by the army (one hex must be saved for the Game Two Planeswalker). No glyphs will be used. If neither team is eliminated, the winning team will be the one with the most remaining points on the board after 15 turns.

GAME TWO: “ENTER THE GENERAL'S MAGICIAN”

Drafting

1. Making a random D20 roll for selection order, each player will draft a mono colored Planeswalker.

2. Each player will draft a 600 point army of the mana color matching his chosen Planeswalker.

3. Then each player will draft a spell deck (exactly 12 spell cards totaling 200 points—these points are not part of the army building points, but included in the cost of the Planeswalker).

Game Blending Rules

Those we've used before that I made up. See them in the site AOTP submenu, under the AOTP Blender section. Check there the OP of my thread “Porting AOTP Into Scape.”

http://www.heroscapers.com/community/showthread.php?t=51987

New Scenario Rule: “The General and the Magician:”

The General Rule for Game One is now modified:

1. If your General is defeated, your player Heroscape Army is not lost, unless your Planeswalker is also defeated, in which case it is removed from the board immediately.

2. If your Planeswalker is defeated, all unplayed pell cards are placed in your spell graveyard (discard pile). However, any summoned creatures remain, and previously played Enchantments remain in effect (unless they were on the Planeswalker). As long as your General is undefeated, your Heroscape army remains on the battlefield.

3. If both your General and Planeswalker are defeated, all of your forces are removed from the board, and you are out of the game!

4. If both teams still have forces on the board after 20 Turns, the team with the most remaining points on the battlefield wins.

SCENARIO DESIGN COMMENTS

Once a fourth set of AOTP is published, or if multiples of any of the two master sets are later obtained, multicolor Planeswalkers may be selected.

If you don't own AOTP but want to check out the cards, they are available on the submenu in their own "The Books of" format here:

http://www.heroscapers.com/community/showthread.php?t=51965
 
And here's our draft scenario for Chas Scape on Wed. March 1. After you read it, you may experience difficulty breathing...

MARS NEEDS AIR!
A Classic Heroscape Scenario
by Chas


NYCG4 Post #483 Played March 1, 2016

One of the critical Atmosphere Booster Stations on Mars has broken down. Oh No! Two Good Guy Players will field armies to obtain and transport two crucial replacement Components, use them to repair the station's Giant Generator Gun, fire it, and save the planet! Two Bad Guy Players will try to stop them before time runs out (their escape, I mean command ship, is standing by).

Armies: Players will field 600 point armies of Good Guys (units loyal to Jandar, Ullar, Vydar, Einar and Acquilla), or Bad Guys (Utgar or Valkril). Armies are limited to 24 start spaces, and no armies may field more than two squads (total). C3V Customs are allowed; super heroes are not.

Map: Typical Martian desert with a few oases and canals. Note that the presence of ice mountains provides most of the potable drinking water on the planet's surface. The Atmosphere Booster station in the center will have its Giant Generator Gun (GGG), surrounded by a red zone ring (lava hexes standing in). No figure not carrying a Component may enter such a space.

The Two Components: The two Components (yellow Marvel Glyphs) follow Treasure Glyph rules. Components may not be flown or teleported, and may only be carried by Heroes.

If a Good Guy hero carrying a Component enters a Red Zone hex, they may on their next round spend an order marker to Repair the Giant Generator Gun. If the second Component is used to Repair it a second time, that Hero may then use another order marker to Fire the GGG--winning the game for its team.

Game Length: 15 rounds.

Thinning Air: On game rounds 10-15 all movement is halved (round up). All attack and defense rolls are made at -1 die! Special powers remain unaffected.

Two Game Format: Each player should bring one Good Guy and one Bad Guy army. Teams will be determined randomly for the first game. For the second game, the same teams will switch alignments between Good and Bad, fielding their second armies in Game Two.
 
CRISS CROSS SCAPE
By Chas


Armies: Each player builds with a total of 600 points. Their army must include exactly three squads of three figures each, which can be from the same or different types (unless some are from a Unique squad). Your army must fit in a 24 space start zone.

Number of Players: 4

Length: 15 Turns

Map: There are four 24 space start zones in the corners.

Victory: Players get one Victory Point for each of their squad figures who reach the diagonally opposite start zone (that one only). After they do, they are immediately scored and removed from the board. There is no other way to score points. The highest point total wins.

Banned Army Cards: No flyers or teleporters are allowed. No two or four figure squads may be used.
 
X-MEN VS SHI’AR: BATTLE FOR THE THRONE (Draft 5: 11/7/15)


Its time for the annual coup in the Alien Shi’ar Empire, as various evil pretenders to the throne order a misguided Imperial Guard to support their nefarious plans. The Inhuman Kree under Black Bolt are allied to them, (aiming to cripple the Shi’ar Empire once and for all by making them dependent on them). But all is not lost, as nice but neutral beings have summoned X-Men--lots of them--to put the traitors down and place a Good ruler in charge.

This scenario will pit two Good Players using any of the dozens of X-Men cards available as noted below in two 1,500 Point armies against two Evil players using GM preselected armies--one of Shi’ar and one of Inhumans/Kree—both of equivalent totals. This will be a simple ten turn kill ‘em all format; the side with the most remaining points left on the board wins. The game will be repeated as the players switch sides for a second game, so all players should build one X-Men army. Initial player side teams will be selected randomly, and kept for the second game.

The Chas X-Men Team List below gives 44 X-Men characters, and the point totals for their cards I have ready to play! No characters may appear more than once (even in different incarnations), so all four X-Men armies must be approved by the GM to avoid duplication--first come first served as usual.

These X-Men cards may be from any independent designer or C3G; the list below is for those who wish to use any of the more unusual cards listed, and to consider all who are available to us. Players are free to visit or ask about the Chas Supers Card hard copy collection regarding any cards they wish to use which are not available onsite!

The map will be a wide variety of terrain on the Shi’ar Home World with the palace throne room in the center.


THE X-MEN (44)

Angel 90/Archangel 260
Armor 100
Banshee 160
Beast 170
Bishop 180
Blink 145
Boom Boom 120
Cable 275
Cannonball 180
Colossus 260
Cyclops 190
Dazzler 100
Emma Frost 170
Fantomex 210/260
Firestar 120
Forge 170
Gambit 210
Havok 170
Iceman 150
Jean Grey 180/Phoenix 280/230
Jubilee 60
Karma 130
Longshot 130
Lockheed The Dragon 60
Magik 160
Magma 170
Moira MacTaggert 35
Moonstar 170
Nightcrawler 140
Polaris 165
Professor X 120
Psylocke 250
Rogue 300
Sage 190
Shadowcat 80/Kitty Pride 160
Storm 220
Strong Guy 215
Sunfire 170
Sunspot 120
Thunderbird 150
Warpath 320
Wolverine 280 /Weapon X 230
Wolvesbane 130
X-23 220


THE SHI’AR

Pretenders
Korvus Rook’shir 270 (C3G)
Deathbird 240 (C3G)
Imperial Guard (Drewman-chu)
Smasher 280
Warstar 265
Oracle 220
Hussar 155
Manta 120
Total: 1, 550 (7 Cards)

(Edit: Small Point changes in the Imperial Guard reflect DMC's newly posted playtest changes; its only -5 Points in total)


THE INHUMANS

Black Bolt 350 (Grey Owl)
Medusa 270 (Badgermaniac)
Karnak 200 ((All Skulls)
Gorgon 200 (Uranus P. Chicago)
Crystal 180 (Badgermaniac)
Triton 180 (Badgermaniac)
Lockjaw The Dog 120 (Grey Owl)
Total: 1,500 (7 Cards)


Scenario Designer Comments

Here’s a chance to try some different cards! The Shi’ar include most of the colorful Shi’ar Imperial Guard cards by Drewman-chu and two Pretenders to lead them from the brand new C3G release. The Inhumans are my best picks from many independent designers who worked to make their roster complete. As for the X-Men, you can stick with what you know or experiment with so many lesser known ones, either those I’ve collected in my hard copy files, C3G, or others.

In these two games, each player will use one DM premade army of Marvel Aliens (Shi’ar or Kree), and one X-Men army he makes himself. The many power combinations among a player’s cards and those of his ally’s team should make for many new and unique gaming situations and opportunities. There will be lots of card reading, but no complex scenario rules or math.

You’ll note that none of these teams use top level character point totals; they top out at about 300 points. So characters will have to work together for victory. I purposely removed Gladiator for example, the ‘Superman’ level leader of the Shi’ar Imperial Guard, and did not allow Vulcan as a Shi’ar Pretender. So you don’t even have to figure out character levels either. This should be a fun day where you don’t have to work too hard in preparation.

As for me, you know I’ll eventually be using some of the lesser known X-Men cards from my files, so feel free to ask about anyone you see on the list above. I won’t make my team up until yours are finished, so hopefully you’ll get first crack at anyone you want to try! Of course, that means you’ll have to get yours done before I can start, so get to it…

(Edits) A number of changes have been made to add to the X-Men list and revise numbers on the Shi'ar Imperial Guard (as per Drewman-chu), hence the Draft Number. Make sure you're using the latest one.

The actual cards for these characters and the player armies are posted downthread, and now all game cards are consolidated in one great post by Kolakoski!

Note: These obscure cards from my ginormous collection may be impossible for you to find, but if you go to NYCG4 Post #272 and work downthread from there, you can see them in all in their glory!
 
THE CHASSCAPE CHALLENGE

Here is the next scenario for September
(Revised From back on Page Eight)

*1,000 Points.

*A Maximum of one A, B, and C Level Character, and any number of D. Super squads allowed, but no Classic/VC units.

*At least one supers character of your own design!

*Characters may be Good or Evil and Marvel, DC, or Independent.

*The Chas Supers Character Levels:

A: 351-500 Points
B: 241-350
C: 201-240
D: Maximum 200

*Any designer's cards with prior GM approval for your army as usual, to prevent the duplication of Unique Heroes, broken cards, etc .

If you are working on a new custom, or have one you haven't tried out much, here's a chance to bring it. Show us why you're proud of your work.

$10 Cash Prize
We will vote for our favorite player designed custom of those used in the games played before dinner. I will put up the prize to help you buy your evening meal. (If I win, you can each put up $3.33 for me if you like).

My team is made up of figures which are all among my own recent Supers customs.
We're ready to take you on!

Game 1: "Mix It Up"
This will be a free for all, with points killed (full figure points on last wound only, with any squaddies pro rated) as Victory Points (no turtling wins here) after ten turns. Start zones to be randomly selected.

Game 2: "Friends and Enemies"
This will be a team game 2 vs 2, using the same team you used in Game 1. Start Zones and Teams to be randomly selected. Victory will be kill 'em all, with the team with the most points remaining after ten turns winning.

Game 3: "The Final Frontier"
We will play my copy of Magic The Gathering: Arena of the Planeswalkers. It will be a scenario to be selected, with one of the five Planeswalkers per player, so we can all get a feel for the new game. We'll play the game unmodified, as it is by itself, other than using the same Scape map. (See the new site subforum for various discussions of this new design by Craig Van Ness, Our Heroscape Designer).

Map: To Be Determined, but generic rather than extreme. (Game #3 will be played on the same map as well).
 
THE ILLINOIS SMITH MEMORIAL TREASURE HUNT
A PULP ADVENTURE SUPERSCAPE SCENARIO

BY CHAS, NYCG4 Post #26 (5/3/15 draft)


MISSION BRIEFING: TOPMOST SECRET

Good morning Mr. Player. Last night a war damaged Kree spaceship entered Earth’s atmosphere, and was immediately shot down by an advanced nuclear defense satellite of a certain power. Unfortunately, it crashed deep in the Amazon rain forest. Recovery teams from several competing governments are now being scrambled to salvage any high tech items that may be scattered near the ruins of this vessel. Because these governments wish to keep their expeditions a secret, no high profile superheroes will be sent. Instead, you team will be comprised of several minor superheroes, available squads of Super or Classic/VC varieties, and one Tech Squad as detailed below and provided by the sponsoring nation. Transportation will be provided to the crash site in 24 hours.

If you or any of your team are killed or captured, the Secretary will disavow all knowledge of your actions. This DVD will self destruct in 60 seconds. Good luck, Player.

***

ARMIES

Each player army may be composed of 800 points, and must include one C Level Super (201-240 Points) and at least one D Level Super (Up to 200 Points), one and only one Tech Squad of 100 Points (see sample card below) plus any one other Super/Classic/VC squad. It may include a further number of D Level Supers and/or Super/Classic/VC squads (only one of any Unique Squad per player as usual). Supers Cards may be of either alignment (Good or Evil); squad from any Classic General mixed together or not as desired (including the new April/May 2015 C3V release, except for Zettian Deathwings). There are no space limitations, due to an offboard entry mechanism (see below).

Armies must be submitted to the GM and duplicate Supers will not be allowed. However, duplicate squads are permissible among different players—squad members (and all Tech Squad proxies) must therefore be individually marked (usually on top or bottom of their bases) so as to be identifiable by player ownership.

Supers Game cards may be drawn for any of the approved designers on the Chas Qucik Scan Master Lists, but all cards are subject to the usual pregame review and GM approval.

GLYPH RULES

1. C3G Equipment Glyph Rules are in effect:

If your glyph carrier is wounded or destroyed, choose a player to place the glyph within 5 spaces of that figure. Glyphs may be transferred between adjacent figures at the beginning or end of the carrier’s movement. Only one glyph per figure may be carried/used at a time. Glyphs may be voluntarily dropped and picked up at any time during a figure’s movement--no glyph may be dropped where another already exists.

2. Only Tech squads may defuse/ignore traps on glyphs, and analyze them. Once the trap is defused, it no longer has any effect on anyone. Tech Squad members may also use glyphs. Other figures who pick up glyphs not yet recovered by Tech Squads must roll for traps. Glyphs when recovered after their trap is defused (no damage taken from it) are turned over to their power side (Brandar’s Chest) indicating they may now be safely carried by any eligible figure.. Note that they are not identified (usable) unless Analyzed by a Tech Squad member).

3. Unique/ Uncommon Heroes may pick up and carry glyphs, but are subject to traps and may not analyze (and therefore use) them. Heroes can however use glyphs once they are analyzed (both turned face up and identified by the Game Master). Only analyzed glyphs may be used at all by anyone.

4. Common Heroes/Regular squad members may pick up and carry but not use glyphs, even after analysis/identification.

5. There are no “original” glyphs started or identifiable in this scenario (see Tech.
Squad Powers on that card).

6. Note that once a glyph is analyzed it is placed power side up, and may then be used by any other player’s Tech Squad member or Unique Hero.

7. Glyphs used will be C3G Equipment Glyphs chosen by the GM and placed on a random D20 roll table. Once a glyph is successfully analyzed (identified), we will roll randomly on the Scenario Glyph Table to see what it turns out to be, and its identity will be written out and the description given to the owner. Glyphs with powers not relevant to the scenario or of ‘cosmic’ strength will not be used.

8. Glyphs may not be flown, teleported, or leaped. Glyphs may not be walked more than five spaces per turn. Glyphs may only be carried by one figure each turn (not chain passed).

9. Glyph Traps will function as normal Treasure Glyph traps: a D20 roll of 1-5 will give one wound. If a wound is generated, the trap remains in effect. If not, the trap is “defused” and the glyph is placed power side up (Brandar’s Chest).

10. All cards which say “when standing on a (Regular) Glyph” or “when carrying a Treasure Glyph” are changed to “when carrying a C3G Equipment Glyph.”

GAME LENGTH: 10 Turns

TEAM INSERTION ZONES: At game start, players will roll for entry order, and may in that order choose one of the marked three hex wide Team Insertion Zones (near the map corners on the long sides), where all of their figures must enter the board, with the first board hex counting as the first movement space. No powers of figures still off the board will be considered in effect.

VICTORY POINTS

1 VP for each unanalyzed glyph in the possession of any owned figure

2 VP for each analyzed glyph in the possession of any owned figure

3 VP for each unanalyzed glyph exited off the board from the original team insertion zone.

5 VP for each analyzed glyph exited off the board from the original team insertion zone.


TECH SQUAD
(3 Figures)

1 Life
Range 5
Attack 1
Defense 2
100 Points

Human
Unique Squad
Engineers
Careful
Medium 5

Equip
May pick up, carry, and use any one "original" Equipment/Treasure Glyph specified by name at game start. This particular Glyph may either begin the game equipped by a Tech Squad member or be picked up during the game.

Recover
Tech Squad members may automatically defuse any trap on the glyph, taking no damage. Any Equipment/Treasure Glyph may be picked up and carried by any Tech Squad member according to the Glyph rules being used.

Analyze
This ability may be used for a squad member carrying a Glyph other than the "original" glyph named at game start. If the squad member possesses a glyph picked up or handed to him on a previous turn, and does not move this turn, he may, instead of attacking, roll the twenty-sided die: 11-20: Glyph Analyzed.
Place a marker on this card after an unsuccessful attempt. Add +1 for each one when a subsequent attempt is made on the same Glyph. Once a particular Glyph has been successfully analyzed, any Tech Squad member may use that Glyph for the remainder of the game.

Good OR Evil
This squad may be chosen by teams of either alignment, and is considered loyal to that side.

***


THE NEW MOLTEN LAVA DAMAGE RULES are in effect:

When any figure not immune to lava damage enters a Molten lave hex, roll one combast die, performing the following actions depending on the results:

Blank: Figure takes no damage; but remove an Order Markers on that card; the OMs removed are not revealed to other players. For squad cards, on the affected figure(s) may not be activated for the rest of the round.

Skull: Roll three combat dice, taking one unblockable wound for each skull rolled. This may result in no damage.

Shield: Roll three combat dice, taking all wounds possible (down to) the number of shields rolled. If no shields are rolled, the figure is destroyed.

THE MAP

The Amazon rain forest. The steamy, stinking, slimy, snaky jungle. No roads or other man made structures exist in this wild, forsaken, humid wilderness. From a hilltop that marks some of the highest terrain in the area, any recovery party must descend down into a morass of swamp, sandbars, shadow, swamp and other water, sheer rock outcrops, and the thick cover of jungle tree and bush. The hearty adventurer in search of high tech treasure near the forbidden wreckage of a crashed alien spaceship must trudge to the center of this maze. But there, on an island of solid land, await dangers known only to the strange gods that rule this land of desolation!


TO BE DECIDED AND POSSIBLY ANNOUNCED LATER

*Number of glyphs scattered about the map; probably so many per player

*Other surprises known only to the Game Master!

(Note: if you want a complete copy of this scenario, you must add the separate document “Game Master Only File—Illinois Smith,” to be released after our May 27, 2015 game.)

Note: This File is now presented in the next post.

Note: Further clarifications, map photos, and other material is presented in the NYCG4 thread around this Post #26.

***
 
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GAME MASTER ONLY FILE:
THE ILLINOIS SMITH MEMORIAL TREASURE HUNT



The Following is known only to the GM:

1. Kree Security: Zettian Deathwings (new C3V Squads)
Two squads of Kree Zee Dees (or one ZD for each player) are hidden inside the shiprwreck. After the first sequence of Order Marker Ones are revealed, each player in turn other (which varies each turn) declares a target player other than himself (and one not yet so targeted by a ZD) and moves his ZD from any space next to the ship into the Radiation Zone through it (taking no effect from it) to at least one space beyond the RZ. The owning player may move that ZD as he wishes, but may only target figure(s) in that original player’s army. The The ZD is eliminated if its entire target army is wiped out. However, if a ZD detonates adjacent to a target player’s army figure, any other figures caught in the blast as well other ZDs, are also affected! If all of a players figures are killed, that ZD tracking his characters will go inactive and be removed from the board.

One ZD is run by each player against a different player’s team, such that only one ZD target’s each player. ZDs continue to move after each Order Marker sequence ends, in the sequence of that turn’s initiative turn order.

2. Kree Mutational Trap
The first non Tech squad figure of each player to trigger a glyph trap or pick up a glyph, if any, will instead transform into a D Level Super! If the glyph is still Trapped, the regular trap roll is made, with mutation only following a successroll disarming the trap. If the glyph is Untrapped, roll D20; 1-4 take a wound; otherwise mutate. Only one mutation may take place for each player army. A mutation immediately ends the figure’s turn.

The player will randomly choose this type of character card from the GMs fanned cards (one for each player), and replace his squad figure with a new one placed by the GM on the same space.

D Level Random Mutation Cards

1. Animal Man 150 (Garada)
2. Avalanche 145 (C3G)
3. Lizard 200 (C3G)
4. Mantis 150 (Drewman-chu)

3. The Shipwreck Radiation Zone
The crashed Kree spaceship is represented in the center of the map by an inactive Marro Hive. In a perimeter around it are lava hexes, which instead represent the radioactive zone around it. Any character entering such a Red Rad Hex must immediately roll a combat die, taking 1 wound if a skull is rolled. A separate roll must be made for each hex entered, whether entered voluntarily or involuntarily.


4. C3G Equipment Glyph Random Generation Table

Each time a glyph is analysed by a Tech Squad member, roll to see which glyph has been found. If a glyph is generated which is already in the game, roll again on the D20 There are ten different glyphs that can affect the game. Modifications are shown by (Mod); added or changed text is also shown in parentheses. If a player choses a character who starts with one of these glyphs, substitute another in its place. All glyphs should affect the scenario, but not be too powerful –hence the modifications made here.

1-2 Experimental Medicine After revealing your OM but before your turn, you may inject: Remove up to 4 wounds, but D20 roll 1-7: you are destroyed!

3-4 Holdir +1 on normal attacks.

5-6 Makluan Electromagnetic Rings After moving but before attacking, his figure OR one within 3 clear sight spaces teleport to any space within 3 of its current position.

7-8 Makluan Energy rings (Mod) (Once per round): Roll D20 after your turn. For a figure within 4 spaces 1-6: Nothing 7-12 1 wound + 1 on one figure adjacent to the target 13-18 2 wounds +1 to all within 2 clear sight spaces of the target 19-20 3 wounds on the target

9-10 Probability Manipulator Reroll your defense dice once on any attack.

11-12 Shield Belt If you are attacked and at least one skull is rolled, roll D20. 1-9 destroy glyph 10+ take no wounds.

13-14 Super Speed (Mod) +2 Movement (Yourself Only)

15-16 Team Up (Mod) After you reveal your Order Marker but before your turn, take a turn with (any one) Unique Hero within 8 spaces.

17-18 Utility: Infrared Goggles Nullifies Shadow or Jungle Piece defense bonus of a target figure(s) you attack.

19-20 Xipta At the start of a round, after Order Marker (OM) placement but before Initiative is rolled, choose an opponent who must move any two OMs to different cards from where they are placed.


5. Glyphs Number and Placement

Two glyphs per player should be placed in the central shipwreck area, with two actually in the Radiation Zone.
 
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