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Ok i'm gonna wait to upload both of them until the day before the deadline. I'd rather not have people seeing my maps until the deadline that way I have a shot for more votes potentially
Ok i'm gonna wait to upload both of them until the day before the deadline. I'd rather not have people seeing my maps until the deadline that way I have a shot for more votes potentially
Required Sets:
1x Age of Annihilation Master Set
2x Road to the Forgotten Forest
OR: 1x RotV, 2x RttFF, 1x Ruins, with adjustments to some unseen tiles.
Construction notes: FotA pillars are Laur Ruin pieces. Small wall connectors should be hooked up between each adjacent wall, with a large wall
connector in the center of the map.
If using Treasure glyphs:
For themstic play, I recommend that the game be played with two face-down Treasure glyphs. Specifically, the Cloak of Invisibility and the Revenant's Tome.
Shuffle them and place them face-down on the spaces marked with a Glyph of Brandar.
Otherwise, feel free to use standard competitive Treasure or normal glyph recommendations on those spaces.
Recommended Treasure Glyph trap rules:
When a unique hero ends its movement on a facedown Treasure glyph, before attacking it may attempt to pick up the Treasure. Roll a d20, if it's
1-5, the Trap is triggered and the glyph remains facedown.
Otherwise, 6+ means the unique hero safely picks up the Treasure and places it on it's card.
Suggested trap:
If one of your units triggers a trap, a chilling darkness falls upon your army. Until the end of the current round, your figures may not fly. Until
the end of the current round your opponent's units have no visible hit zones and take no disengagement attacks. (Rules reminder: line-of-sight is
not needed to attack an adjacent figure).
Or feel free use a standard competitive trap.
If playing with Regular glyphs:
Place a randomized glyph at the water spaces on the edge of the map as shown, denoted with the face-down glyph in the instructions.
In Valhalla, Death has a name: Hel.
There were three travelers, powerful warriors, full of pride from many victories. They built a shrine to her in Fairwoode forest, an opportunistic
ruse, hoping to draw her out by feigning fealty. She appeared to the travelers, and offered them wondrous gifts in exchange for their servitude.
A staff to travel great distances, a tome to call back beings from her realm, and a cloak to evade death.
Immediately, two sought to turn the relics against her. One summoned a great dragon, but it would not turn on its true master, and reduced the
turncoat to cinders. The second donned the cloak, aiming to strike Hel from behind, but her eyes burned brighter than its concealment and she
ran him through with an ancient blade. The third, no wiser, but certainly more fortunate than his compatriots with his gift, leaned on the staff
and found himself in western Crumland moments later.
But all three had promised servitude, and Hel's fury burns brightest when scorned. The third of the trio lived mere days longer, enough to tell his
tale. He leaned on Hel's staff, commanding it to bring him home, but his home was now Hel's domain.
So Fairwoode is now called Bleakwoode, and only the foolish walk there under the light of the moon.
The trio's shades still dwell at the site of the blasphemous shrine, and it is rumored that Hel's gifts may remain as well, baiting fools into her servitude even centuries hence.
Spoiler Alert!
Yes, I'm stealing borrowing from Chaucer's Pardoner's Tale and Rowling's Tale of Three Brothers here.
Spoiler Alert!
I wanted the optional thematic trap to be darkness-related but not too punishing. With all the road, there's already a nonzero chance that your fliers will want to walk, so I also applied the Cloak of Invisibility effect until end of round. But with all the line-of-sight blockers, range also might not even have been option. So, a 25% chance of darkness shouldn't super ruin anyone's game. Likewise, the two glyphs effectively grant one extra bonus attack (if you've already had a unique figure die), and one-time Disengage+not being targeted by Range. They're nice bonuses, but shouldn't be too swingy. Early grabbing the Tome doesn't even benefit you until someone in your army dies. But they're thematic, and I like that.
Ruins look GREAT near RttFF Pines, and it's a shame that the upcoming snow set only comes with 2 single-hex trees.
Post-Revision Notes:
Special thanks to Shurrig, MegaSilver, Brian, Caps, and drumtooth on Discord for the many comments that dramatically improved this map.
This version fits the story even better too. The Pines are on the periphery, making it clear that this was a blasphenous shrine built in a bit of cleared forest, and the ruin pillars outline a rectangular structure. Plus, RttFF bridge walls are used now, also parallel with the Shrine's walls. After Laur Ruins come out, I may construct a non-competetive pre-erosion version for fun.
[EDIT 2: Link above is to the final version of the map. Image below is of the original version of the map. See subsequent post or follow the link for updated image.]
Please let me know what you think. I liked the glyph placement when we tested it, but I don't have much competitive experience, so open to feedback on that and the map in general.
EDIT 1: Thanks to the feedback I received on Discord, I'm in the process of revising the Fallen Viaduct to make it more tournament viable. (My son took over our game space to make a map, so I'm waiting to get my table and terrain back to build the new version and take pics.)
[EDIT: Removed link (above) as this map is withdrawn from the competition due to non-compliance with set limits. You can still marvel at its beauty (below).]
I love maps with overhangs, but Renegade is enforcing a 1-Master Set limit in this contest, and with both AoA and BftU counting, you will need to adjust this.
You may need to give up some of the better-looking rock 24-hexes for grass, but if you run with 2x BftW and 1x BftU, you should be able to devise a variant that meets the entry rules.
I love maps with overhangs, but Renegade is enforcing a 1-Master Set limit in this contest, and with both AoA and BftU counting, you will need to adjust this.
You may need to give up some of the better-looking rock 24-hexes for grass, but if you run with 2x BftW and 1x BftU, you should be able to devise a variant that meets the entry rules.
Sorry this post is a bit rushed. I'm literally posting this from the airport terminal on the way to Europe. I just wanted to make sure I got these in before I left
First up is Wildflowers! A mirror symmetry map that uses 1 BftU, 1 BftW, and 1 Fota. This was recently played at MARS DC last weekend to pretty good reviews.
Second is War & Drought! Another mirror symmetry map that uses 1 AoA and 2 Lava Fields of Valhalla (I think thats what its called). This is a little more "out there" than normal. IDK if that means its good or not. This set combo has a LOT of Lava field to work with.
Enjoy! I might miss the first round of polls because of my trip. Good luck to all.
I'll be updating my map thread once I get back. And with any luck, by then...
I love maps with overhangs, but Renegade is enforcing a 1-Master Set limit in this contest, and with both AoA and BftU counting, you will need to adjust this.
You may need to give up some of the better-looking rock 24-hexes for grass, but if you run with 2x BftW and 1x BftU, you should be able to devise a variant that meets the entry rules.
I couldn't crack it without the extra terrain of two master sets. It wouldn't be the same with a smaller mesa. But please, enjoy Gray Mesa as is! I might come up with another map within the rules if I have time. Thanks again for the clarification - that rules doc is a tricky read.
Age of Annihilation, Swamps of Valhalla*, and Grove at Laur’s Edge. Any "scenario play" could add the 2 extra bush from Swamps and place them on high ground with some negative affects perhaps similar to Lava Field if you are next to one at the end of the round, roll an attack die. Wannok is suggested as a glyph as well, just for thematic purposes.
I appreciate all the advice on the discord. Also, these map templates were super helpful and really make a map look good. I had a lot of fun with this, especially my second submission coming up.
EDIT: Figured out how to post pics of the maps! Yay!
Both submissions used 1 AoA, 1 Ticalla/Laur Jungle set, and 1 Battle Box. Special thanks to Vydar on Discord for helping a ton with edits and putting it together for me! (NOTE: The dots next to the walls signify which way the extra side wall parts are supposed to face, if that makes sense.)
Swamps of Valhalla, Lava Fields of Valhalla, and Snow Fields of Valhalla.
This map was a blast to work on! A few tweaks to levels 3 and 4, as well as shuffling the LoS blockers, might be worthwhile. The LoS blockers are slightly asymmetrical, but I left out the 3-hex lava outcrop, and a 7-hex lava field I considered, or else the asymmetry would be too much. The race to the snow path has non-lava-field height, but the swamp direction has the jungle bush cover. Also, not sure about the ice/swamp water tiles cutting across on that first step up to level 1. The lack of 1 and 2 hexers made building this map a huge pain, so throw in a BftW if you want. Looking forward to more map contests in the future.
SANDBAR TERRAIN: On this map, Wellspring Water tiles atop Sand hexes are Sandbar spaces. Sandbar spaces count as waterfor the purpose of Special Abilities and do not have Wellspring Water effects. When entering a Sandbar space, do not stop movement. Leaving a Sandbar space requires one extra point of movement. If a double-space figure steps onto a Water space followed by a Sandbar space, it may continue its movement.