A fan-made multiplayer campaign, designed by Ryan Lopez for the board game Scythe, by Jamie Stegmaier and Stonemaier Games. Based on the art and

Size: px
Start display at page:

Download "A fan-made multiplayer campaign, designed by Ryan Lopez for the board game Scythe, by Jamie Stegmaier and Stonemaier Games. Based on the art and"

Transcription

1 A fan-made multiplayer campaign, designed by Ryan Lopez for the board game Scythe, by Jamie Stegmaier and Stonemaier Games. Based on the art and world-building of Jakub Rozalski.

2 Scythe: Lessons of the Past A fan-made multiplayer campaign for Stonemaier Games' Scythe Lessons of the Past is a 10-episode campaign I designed to allow players to explore the world of Scythe in new and (hopefully) interesting ways, with the chance to accumulate ongoing in-game benefits every episode. Each episode starts with a brief story that sets the scene for the events that are about to unfold. During the setup process, there will be a number of adjustments players will need to make to prepare for the specific episode or to account for rewards earned from previous games. Finally, at the end of each game, certain players will receive temporary or ongoing bonuses based on who won or achieved specific goals. All of the elements of each episode (story, setup & rules changes, and rewards) are designed to work together to create a cohesive thematic experience in the individual episodes as well as across the campaign. With Lessons of the Past I sought not only to provide an enjoyable alternative way to play Scythe, but also to explore the effects of war on a population, physically and psychologically, and to tell a story that reflects those effects in a way that is consistent with the original theme and intents of the game, as I understand them. I would like to thank the following people, all of whom made this project of mine possible: Jamey Stegmaier of Stonemaier Games for designing the wonderful game that inspired this creative experiment. Jakub Rozalski, who devised the beautiful, evocative, and captivating series of art that inspired the game. Morten Pedersen and the Automa Factory, whose work on making a solo mode for Scythe, and whose own Automa Campaign played major roles in inspiring my own campaign. To begin exploring Lessons of the Past, you will need to download the Campaign Document as well as the Episode Rewards Sheet. Thank you for exploring my creation, and if you have any feedback, please leave it in the comments on my site ( or on the associated thread on Board Game Geek.

3 Lessons of the Past is a multiplayer campaign designed to explore the post-great War world of Scythe. This campaign has some light Legacy -like elements, and so it is recommended that players play as the same faction throughout, although the ongoing effects of the game impact the factions and not the players. It is also recommended that the players play at least a few games of regular Scythe before undertaking this campaign, because this campaign makes several adjustments to the rules that will be easier to understand if players know the game fairly well. Furthermore, these changes might make learning the base game unnecessarily confusing. DESIGNER S NOTE: THIS CAMPAIGN TELLS A STORY, HUMBLE ATTEPT THOUGH IT MAY BE. I RECOMMEND TRYING TO PLAY THROUGH WITHOUT READING AHEAD. THERE ARE NO SPOILERS, PER SE, BUT I THINK IT WILL BE RATHER ENGAGING TO SEE THE STORY UNFOLD GRADUALLY. PLAYERS CERTAINLY CAN READ AHEAD IF THEY PREFER, BUT THE ONLY STRATEGIC TIP IS TO TRY TO WIN, ALWAYS. WHAT COMES NEXT WON T CHANGE THAT. Lessons of the Past begins immediately after the end of the Great War and the decline of the Factory. The nations of Europa are war-weary and ready for recovery. Over the course of the campaign, players will experience a story of national recovery, popular anxiety, and, ultimately, the dangers of not learning from history. Lessons of the Past unfolds over the course of 10 episodes. Each episode introduces rules and setup changes that will challenge new & experienced players alike to think differently about the game of Scythe. Often, tried and true tactics will be quite effective, but it will also often be the innovative thinker who prevails. All players should be well aware of the episode-specific setup & rules changes, as well as the goal of the episode and rewards for victory, before beginning each game. Each episode awards the victor and/or players who accomplish defined goals with powerful ongoing bonuses. In order to track and recall these bonuses during future games, please log them on the Episode Rewards Sheet. These bonuses can be powerful, and allowing one player to accumulate multiple rewards early on is dangerous. Finally, this campaign was not designed with the expansion factions in mind and may require revision before it is compatible with them. It would, however, be a good source of neutral pieces for some scenarios when playing with five players. DESIGNER S NOTE: THIS CAMPAIGN IS, AS OF NOW, UNTESTED. I BELIEVE IT WOULD WORK BEST WITH 4 PLAYERS, AND WOULD BE GOOD WITH 3 OR 5 PLAYERS AS WELL. I AM CURRENTLY UNSURE ABOUT 2 PLAYERS FOR THIS CAMPAIGN IT MIGHT MAKE SOME EPISODES QUITE CHALLENGING. LOOKING FOR MORE CAMPAIGN ACTION? I HAVE IDEAS FOR ADDITIONAL INTERLUDE SCENARIOS, SCENARIOS INCORPORATING AUTOMA FACTIONS, AND EVEN A POSSIBLE EPILOGUE THAT WOULD CONTINUE THE STORY AFTER EPISODE 10! CHECK MY SITE FOR FUTURE UPDATES!

4 General Guidelines for Scythe: Lessons of the Past Each episode of this campaign breaks the base rules of Scythe in some way (and sometimes in several ways). Thus, each will require some rethinking of strategies. The most obvious strategy for an episode, may not always be the best. The background story, special setup & rules, and rewards of each episode are intended to weave a story that thematically affects gameplay in many cases. Being familiar with each of them before playing an episode should help players approach each game. Pay careful attention to the Episode Setup & Rules section of each game, and consider referencing it frequently during the game. Some episodes limit or change various elements of the game, such as how stars are earned or the repercussions of combat. Global Rules for Scythe: Lessons of the Past 1. Unless otherwise noted, always use the base game s rules. Episode-specific rules and setup procedures DO supersede the base game, however. 2. Player boards should change each episode. Initially, distribute player boards randomly as in the base game. From there, you may continue random distribution, or you can try this recommended distribution method: a. The faction that won the previous episode chooses last. b. The faction who has won the fewest episodes chooses first (the Episode Rewards Sheet should make determining this easy).the next fewest wins chooses next, and so on. i. In the case of a tie, the faction to left of the faction that last won, chooses first. 3. Episode Reward Bonuses follow factions, not players (if players choose not to play the same faction every game). a. These bonuses are OPTIONAL. However, if a faction chooses to take a bonus, it may ONLY be done during game setup. b. There is one Episode Reward that is actually a penalty (in Episode 9), and it is MANDATORY.

5 Episode 1: Rebuilding, part I The Great War has ended, and the Factory has mysteriously closed its doors. The nations across Europa are battle-weary and broken, their resources exhausted. Slowly, each begins to rebuild, returning to an agrarian lifestyle and restoring their economies. Their mechs, once hulking, mechanized bringers of destruction, are retrofitted and converted to use in the rebuilding process. Each nation hopes to quickly recover from the war and return its people to top productivity. Episode Setup & Rules 1) Players set up as usual, but without Factory cards. 2) The following rules changes apply: a. No unit may occupy the Factory. b. Mechs produce resources just like workers, on all hexes except villages. c. Because the people are especially war-weary, players lose TWO (2) Popularity per worker displaced by combat units. 3) The game ends as usual. Final scoring is as usual, but with the following adjustment: a. For final scoring, players score resource points for every ONE (1) resource, rather than for every two. Episode Reward The winning faction receives a Productivity Bonus. For all future games, that faction may place ONE (1) bonus resource on each of their original two starting territories during setup, unless scenario rules specify otherwise. The resource chosen for each space must be one of your starting peninsula resources, but may NOT be a worker. This bonus stacks on other starting bonuses a scenario may award, unless otherwise noted.

6 Episode 2: Rebuilding, part II The rebuilding process continues. Having restored resources and filled some reserves, the nations of Europa are now trying to rebuild their infrastructure. The costs of war are many and high, and it is time to rebuild lost structures that are so crucial to their culture, productivity, and security. Episode Rules & Setup 1. Players set up as usual, with two exceptions: a. Do not use Factory cards b. Place TWO (2) Structure Bonus Tiles, rather than one. 2. The game is played as usual, with the following addition to final scoring: a. Players may score structure bonuses from either or both of the Structure Bonus Tiles. Episode Reward For all future episodes, the winner of this episode may draw a Structure Bonus Tile randomly from the five unused tiles after setup. This player alone may choose to use EITHER the drawn tile OR the public tile for structure bonus points during the scoring of all future games.

7 Episode 3: The Tesla Rescue Word is spreading that Nicolai Tesla has been found and captured by a mercenary group that was scavenging parts at the Factory. He is reportedly being held at the factory and tortured into creating new technology for them. However, there are rumors that he is secretly sabotaging their machinery, trying to cripple them from within. Word that the genius behind such advanced technology is endangered and in need of help has sparked renewed interest in the nations of Europa. Hopefully one of them can rescue him before it is too late.... Scenario Setup & Rules 1) Players set up as usual (taking any rewards from previous victories), except no Factory cards will be used this game. 2) Place a mech and worker from an unused faction on the Factory. If all factions are used, a substitute for each will be necessary. 3) Place the power marker from the same unused faction (or a substitute token) on the 16 Power spot of the power track. This is the Mercenary Power marker. 4) Beginning with the second round, before the starting player s turn, move the mercenary power marker DOWN one spot on the power track. a. Give the first player the mercenary faction s action pawn to move from spot to spot with their own pawn, to remind them to lower the power each turn. 5) When a player reaches the factory, he must defeat the mercenaries to rescue Tesla. The mercenaries combat value is equal to the marker on the power track, plus two random cards of the combat card deck. Remove the mercenary mech when they are defeated. a. If Crimea has the SCOUT ability, draw a card from the deck before the mercenaries draw two cards. b. If Nordic Kingdom has ARTILLERY unlocked, the -2 power counts toward the battle, but does NOT lower the power marker on the track. 6) The first player to defeat the mercenaries is now considered to be escorting Tesla.The first player to return Tesla to their base wins. 7) Tesla must be escorted via a mech OR a character, and can only move when that unit moves (Tesla's movement does NOT count toward the number of units the player may move in a turn). a. For this scenario, a player s mech or character may move ONTO their base space from an adjacent hex, but only if they are escorting Tesla. b. Tesla is exhausted from his ordeal and may not move more than once per turn. Thus, he may not be carried by one mech, then transferred to another to continue moving. c. Because of his weakened state, Tesla also cannot handle treacherous movement across water or broad swaths of land. Therefore, the following mech movement abilities cannot be applied to the unit escorting Tesla: Submerge, Underpass, Seaworthy, Wayfarer, & Township. d. If the player escorting Tesla is defeated in combat, the character/mechs retreat as usual and Tesla transfers to the winner. e. If Tesla is still held by the mercenaries when their power reaches 0, they will have discovered his sabotage and killed him. The game ends and nobody wins this episode. 8) The games ends when a player moves Tesla onto their base, or when six stars have been placed. If no one gets him to their base, the player escorting Tesla when the sixth star is placed is the winner. Episode Reward The winning faction takes the Tesla Bonus. In gratitude for your help, Tesla grants the winning faction special technology that allows them to take ONE (1) free Upgrade action during the setup stage of all future games in this campaign. TIP! Being first to the Factory isn t necessarily best. Once you rescue Tesla, you must still protect him from your opponents! Plan for the long game.

8 Episode 4: Knowledge Race With the awareness that the factory remains a trove of advanced technology, the nations of Europa begin a race to control the factory and its mysteries. Their objective: to explore as much of the factory's secrets as they can before other nations can arrive. This is a knowledge-gathering mission. Scenario Rules & Setup 1) Players complete setup as usual (taking any rewards from previous victories). 2) Players acquire Factory cards as normal, but all Factory card actions are ignored. Factory cards have only ONE function: a. While a CHARACTER is on the Factory, the player may take this bonus action at the end of their turn: i. Factory Research: Pay ONE (1) power and place a star on the Factory card. These stars count toward the end-game trigger and end of game scoring. b. The Factory Research bonus action may ONLY be taken by a player whose character controls the factory at the end of their turn and may be taken on the same turn that a character arrives at the Factory. 3) Game end and scoring are as usual, with the players counting the stars on their Factory cards as part of their final star tally (and toward ending the game). Episode Rewards The faction with the most stars on their factory card may choose to place their character ON the Factory during the setup of Episode 5. In the case of ties, the player with the most coins wins. If it is still tied, follow the usual tie breakers from the base game rules. The faction that wins the game (has the most coins) may take +1 objective during setup of all future games.

9 Episode 5: The Ground Game The new knowledge gained from the Factory has rekindled the nations interest in conquering their neighbors. However, none are ready to enter into open aggression at this time. Nations are rebuilding the trust and morale of their people, and reestablishing their place in the region. To that end, the leaders of each country, seeing their neighbors slowly expanding their territorial claims, realize that now is the time to secure their borders and claim any new ground they hope to hold, as well as secure the support of the local populations. Scenario Setup & Rules 1. Players set up as usual (taking any reward bonuses from previous victories). a. Reminder: The player with the most stars on their Factory card in Episode 4 may begin the game with their character on the Factory. 2. End game and final scoring are the same as usual, with the following adjustments for scoring: a. Territories are worth +1 coin during end of game scoring (3 coins at tier 1, 4 at tier 2, and 5 and tier 3) Episode Rewards The faction that wins begins all future games with +1 Popularity. The faction that controls the most Encounter territories at the end of the game may take a free Enlist action during the setup stage of all future games. This action includes gaining the one-time bonus as a result of enlisting. Break ties in the following order: 1) most territory controlled (Factory counts as three still), 2) most recruits taken this game, 3) most coins, 4) most structures, 5) fewest mechs, 6) most resources. Propaganda Machine Bonus: Any Faction that has not yet won an episode is now increasing their propaganda at home and may take ONE (1) of the following onetime bonuses. A faction may only ever have ONE (1) of each bonus in reserve, but may reacquire a spent bonus in the future. More than one bonus may be used in a single game, but remember that factions may only have one bonus of each TYPE at any given time Power Popularity Worker (must be placed on a valid starting territory that already contains a worker) Combat Card Objective Card For groups with analysis paralysis issues or who like a more random element, roll a D6 and take the appropriate bonus. On a 6, either reroll or take your choice.

10 Episode 6: Arms Race As territorial expansion gradually slows among the nations, their minds soon return to the marvels they discovered at the Factory. They recalled seeing heretofore unknown mech technology in various states of disrepair or development, and it isn t long before each has decided to return to the factory and steal some unknown military technology strictly as a precautionary measure lest a neighbor become too aggressive, of course. Each nation dispatches a leading official to sneak into the Factory and return with one of these mech prototypes that could be of future military value. Scenario Setup & Rules 1. Players set up as usual (taking any reward bonuses from previous victories). 2. Place mechs from an unused faction on the Factory, equal to the number of players in the game (eg. Three mechs for three players). In a five-player game, use a substitute token to represent the mechs. 3. Players characters, upon reaching the factory and after taking a factory card (their first time there), will now pilot one of these mechs back to their home base. 4. The Factory mech can only move when escorted by a character. 5. Factory mechs are in various states of disrepair. Therefore, the following rules apply: a. In combat, they do not contribute a combat card, only the faction s characters and mechs do that. b. Mech abilities unlocked on the faction mats do NOT apply to Factory mechs c. Factory mechs can Riverwalk to all territories (and so can characters, while escorting them). 6. If a character is defeated in combat, the mech it was escorting remains in that territory and can be claimed by any player's character that isn t already escorting a mech. 7. Game-end and final scoring are as usual. Episode Reward Players receive a +1 power bonus Episode in future Reward games for EACH mech they hold on Players their home receive peninsula a +1 power at the bonus end of in the future game. games (Place for a each number mech in they the box hold on on their Episode home peninsula Rewards Sheet at the to end mark of your the game. reward.) The winner of the episode may place the Armory on a worker-controlled territory during the setup of future games. Propaganda Machine Bonus: Any Faction that has not yet won an episode is now increasing their propaganda at home and may take ONE (1) of the following onetime bonuses. A faction may only ever have ONE (1) of each bonus in reserve, but may reacquire a spent bonus in the future. More than one bonus may be used in a single game, but remember that factions may only have one bonus of each TYPE at any given time Power Popularity Worker (must be placed on a valid starting territory that already contains a worker) Combat Card Objective Card

11 Episode 7: Hearts and Minds The increased militarism creeping back into the continent has caused murmurings of a second Great War among the people. Gradually, productivity wanes as the population of Europa grows nervous and rumors swirl. The leaders of each nation slowly realize that they need to allay any fears and make an effort to assure their people that war is not eminent. Scenario Setup & Rules 1. Set up as usual (taking any rewards from previous victories), with the following changes: a. Players each take one additional Objective card (but may only complete the usual number of objectives). b. All players begin with 1 Popularity (before Episode Reward bonuses). 2. In addition to the regular cost, players must pay ONE (1) popularity any time they place a mech (via Deploy or Encounter/Factory cards). If they cannot pay that popularity, they may not place the mech. 3. End game and final scoring are as usual. Episode Rewards The faction with the highest popularity at the end of the game may place a worker on the third hex of their starting peninsula in all future games of this campaign. Break ties in the following order: 1) most Recruits, 2) most structures, 3) fewest mechs, 4) most resources, 5) most coins. The winning faction may begin all future games by placing the Monument on one of his worker-occupied starting territories. Propaganda Machine Bonus: Any Faction that has not yet won an episode is now increasing their propaganda at home and may take ONE (1) of the following onetime bonuses. A faction may only ever have ONE (1) of each bonus in reserve, but may reacquire a spent bonus in the future. More than one bonus may be used in a single game, but remember that factions may only have one bonus of each TYPE at any given time Power Popularity Worker (must be placed on a valid starting territory that already contains a worker) Combat Card Objective Card

12 Episode 8: Posturing Peace and prosperity have been propagated. As the people increase their wealth and comfort, fear of aggression from their formerly hostile neighbors grows. Eventually, the people begin to demand that their governments protect them as they become increasingly cautious, fearful, and xenophobic. Once again, they have something to lose, and they do not want to lose everything for a second time. The nations leaders all respond to the cries of their people, some with feigned reluctance, and others by stoking the flames of fear and mistrust. As a show of strength meant to bolster the morale of their people, each nation becomes much more aggressive in defending its borders and takes increasingly more aggressive stances toward enemy militaries. Scenario Setup & Rules 1. Players set up as usual, taking any previous Victory Rewards bonuses. 2. Lose ONE (1) popularity any time an enemy combat unit that did not begin its turn on or adjacent to one of your three home territories, ends its turn on or adjacent to one of your three home territories. 3. Gain ONE (1) popularity every time you successfully defeat an enemy combat unit on or adjacent to your starting peninsula 4. Game end and final scoring are as usual, with the following additional scoring categories: a. Defend the homeland: Players gain the following bonuses based on the number of territories in their home peninsula and adjacent hexes that are occupied by enemy combat units: 0: 6 coins 1-2: 3 coins 3+: 0 coins b. Show of Force: Players gain bonus coins for having their own combat units adjacent to enemy combat units: 1-2 enemy units: 2 coins 3-4 enemy units: 5 coins 5-6 enemy units: 8 coins 7+ enemy units: 12 coins Episode Rewards The winner of this episode receives +1 combat card to start all future games in this campaign. Propaganda Machine Bonus: Any Faction that has not yet won an episode is now increasing their propaganda at home and may take ONE (1) of the following onetime bonuses. A faction may only ever have ONE (1) of each bonus in reserve, but may reacquire a spent bonus in the future. More than one bonus may be used in a single game, but remember that factions may only have one bonus of each TYPE at any given time Power Popularity Worker (must be placed on a valid starting territory that already contains a worker) Combat Card Objective Card.

13 Episode 9: Peace Talks Recent events and posturing have caused tensions throughout Europa. Citizens are anxious and governments are nervous. Not all parties have the same military ambitions, and to that end, leaders from each nation have managed to broker a cease-fire in order to hold peace talks. Their hope is to negotiate a permanent cease-fire and eventual truce between all nations. They stand at a crossroad, and time will tell whether they can learn the lessons of the past and usher in a new era of peace, or will succumb to the rising tide of fear and violence that threatens to consume them. Episode Setup & Rules 1. Players set up as usual (taking any previous victory rewards bonuses), with the following adjustment: a. All characters (leaders) begin on their faction mats, as they are away at the peace talks. This leaves players with only their starting workers and any victory bonuses. 2. Only a violation of the present cease-fire will draw the characters from the peace talks if more than one player places stars for combat, the cease fire is immediately broken, and all faction leaders leave the peace talks and begin returning home. a. Characters may not be deployed until the cease-fire has been violated, which happens immediately when a second player places a combat star. b. After the cease fire has been violated, players may use the Deploy action to bring their characters into play. To Deploy a character, players must: Pay a cost of 1 food, 1 wood, 1 oil, and 1 metal (instead of the usual Deploy cost). Deploy their character to their base. 3. Game-end and final scoring are as usual; however, the episode rewards, and the very nature of the final two episodes, will vary based on the events of this game. Victory Rewards Cease-fire was maintained No more than one faction placed combat stars Cease-fire was broken More than one faction placed combat stars The faction that committed combat during the cease-fire suffers economic sanctions by the rest of Europa. For the next episode, they may not use the Trade action. All other factions receive +1 Popularity in Episode 10-A. All Factions that placed combat stars receive +1 power for the remainder of the campaign. The winning faction receives +1 combat card for the rest of the campaign. ADVANCE TO EPISODE 10-A ADVANCE TO EPISODE 10-B

14 Episode 10-A: A New Dawn The peace talks were successful. Suspicions remain high amongst the populace and their leaders, but hope too gradually bubbles up as the possibility of long-term peace slowly becomes more tangible. Old recovery efforts, long ago interrupted by threats of war, are resumed, and each nation is now on a mission to finish their rebuilding and become the greatest nation they can as they usher in a new era of peace and prosperity. Scenario Setup & Rules 1) Players set up as usual (taking any rewards from previous victories), with one exception: a. The Saxony faction may take TWO (2) additional objective cards. 2) Players can score SIX (6) stars from objectives. 3) Players can score Objective stars for every TWO (2) encounters they have. Players should keep their encounter cards/tokens as a reminder during the game. 4) Players may ONLY score stars from structures, recruits, popularity, and power, objectives, and encounters (1 objective star for every 2 encounters). 5) Every time a player completes an objective card, the player draws two new objective cards and returns any one card they are holding to the bottom of the deck. 6) The game ends when a player places the sixth star for their faction. Tally scoring as usual. Episode Rewards The faction that places all SIX (6) stars receives an Objective Bonus. For all future games, this faction may draw ONE (1) additional objective card during setup. The faction with the highest score may build the Mill as a free action during the setup of future games. Propaganda Machine Bonus: Any Faction that has not yet won an episode is now increasing their propaganda at home and may take ONE (1) of the following onetime bonuses. A faction may only ever have ONE (1) of each bonus in reserve, but may reacquire a spent bonus in the future. More than one bonus may be used in a single game, but remember that factions may only have one bonus of each TYPE at any given time Power Popularity Worker (must be placed on a valid starting territory that already contains a worker) Combat Card Objective Card

15 Episode 11-A: Lessons Learned The tenuous peace continues to hold, and each nation once again equips their mechs to assist in production and recovery. The citizens of Europa breathe a collective sigh of relief as they cautiously begin to settle in to new lives of peace. However, it takes time for old anxieties and animosity to fade, and the people of each nation remain vigilant and wary of foreign forces. Even a whiff of aggression sets the rumor mills churning and it will not take long for word to spread across the land if any nation shows signs of returning to the warring ways of recent history. The people are ready for a new era of prosperity, and, as they see it, history s weapons of war have no place in this new world, other than as tools for peace. Episode Setup & Rules 1. Players set up as usual (taking any rewards from previous victories). 2. The following rules changes apply: a. Mechs may produce resources just like workers, except on villages. b. Deploy action: i. Players must pay 1 popularity (in addition to the regular cost) if a mech will be deployed outside their home peninsulas, c. Factions may not gain popularity while they have mechs outside of their home peninsula 3. Game-end and final scoring are as usual. The faction to win this episode becomes a civic and cultural leader throughout Europa. They will usher in a newly enlightened era, learning from their past and growing together with neighbors in a new world of peace and prosperity. This faction in particular stands as a beacon of hope as dawn breaks on the dark years that followed the Great War and its ensuing recovery. Congratulations! You have won this campaign and lead the way in ushering in a new era of peace and prosperity for the people of Europa.

16 Episode 10-B: Battle for the Factory Any pretense of "national defense" has fallen aside. The aggressive posturing of opposing nations has been leveraged by local leaders to whip the populace into a frenzy. Fear of the unknown has driven the people of every nation to demand a preemptive move to stop any violence against them before it might start. Every nation is now in an open arms race and dashing all-out for the Factory, to grab whatever advantages they can in order to drive their enemies into submission before the same might be done to them. Scenario Setup & Rules 1. Players set up as usual (taking any previous victory rewards bonuses). 2. The winner is the player who controls the Factory when the sixth star is placed. a. If no player controls the Factory when the sixth star is placed, decide the winner by most money, as usual. Episode Reward The winning faction begins the next episode with one mech deployed at the factory. Propaganda Machine Bonus: Any Faction that has not yet won an episode is now increasing their propaganda at home and may take ONE (1) of the following onetime bonuses. A faction may only ever have ONE (1) of each bonus in reserve, but may reacquire a spent bonus in the future. More than one bonus may be used in a single game, but remember that factions may only have one bonus of each TYPE at any given time Power Popularity Worker (must be placed on a valid starting territory that already contains a worker) Combat Card Objective Card

17 Episode 11-B: Lessons of the Past, Forgotten Full-scale war has once again strangled Europa. Any hope for peace is now lost and forgotten. There will be no treaties. There will be no quarter. A fierce, unyielding fire of fear and bloodlust has engulfed the continent and nothing can extinguish it it must simply run its course. Unadulterated nationalism runs rampant, and pride in national victories overrides any reputational damage that may have once occurred. Every nation seeks to distinguish itself, but only one will rise up to establish, once and for all, its dominance over the region. Scenario Setup & Rules: 1. Players set up as usual, taking any previous Episode Rewards bonuses. In addition, all players receive the following, during setup: a. +2 Combat cards b. +2 Power c. ONE (1) free mech deployed on any worker-occupied space on their home peninsula. The winner of the previous episode deploys an ADDITIONAL mech on the Factory to start the game. 2. When drawing combat cards or gaining power, all players gain +1 card or power, respectively. 3. NO faction loses popularity for displacing workers after combat. 4. Polania s Camaraderie ability has a new effect: Polania GAINS 1 popularity for displacing workers during combat 5. All factions still lose popularity for displacing workers in non-combat movement. 6. The game-end and final scoring are as usual. Episode Reward The winner of this episode is the victor of the campaign, but only the strictest sense. War has once again ravaged the land. Fields are destroyed, populations slain, and the nations are once again in ruin. The winning faction has imposed its will on the people of Europa, who now must decide between moving forward under the thumb of this tyrannical nation, or rising up to claim their freedom yet again....

Stonemaier Games presents THE WIND GAMBIT

Stonemaier Games presents THE WIND GAMBIT Stonemaier Games presents THE WIND GAMBIT D E S I G N E D BY JAM E Y STEG M AIER AND KAI STARCK A R T A N D WO R L DB U IL DING BY JAKU B R O ZALSKI 3 D MO DE L ING BY M ÄR C HEN ATEL IER BACKSTORY Mankind

More information

COMPONENTS: No token counts are meant to be limited. If you run out, find more.

COMPONENTS: No token counts are meant to be limited. If you run out, find more. Founders of Gloomhaven In the age after the Demon War, the continent enjoys a period of prosperity. Humans have made peace with the Valrath and Inox, and Quatryls and Orchids arrive from across the Misty

More information

GLOSSARY USING THIS REFERENCE THE GOLDEN RULES ACTION CARDS ACTIVATING SYSTEMS

GLOSSARY USING THIS REFERENCE THE GOLDEN RULES ACTION CARDS ACTIVATING SYSTEMS TM TM USING THIS REFERENCE This document is intended as a reference for all rules queries. It is recommended that players begin playing Star Wars: Rebellion by reading the Learn to Play booklet in its

More information

MONUMENTAL RULES. COMPONENTS Cards AIM OF THE GAME SETUP Funforge. Matthew Dunstan. 1 4 players l min l Ages 14+ Tokens

MONUMENTAL RULES. COMPONENTS Cards AIM OF THE GAME SETUP Funforge. Matthew Dunstan. 1 4 players l min l Ages 14+ Tokens Matthew Dunstan MONUMENTAL 1 4 players l 90-120 min l Ages 14+ RULES In Monumental, each player leads a unique civilization. How will you shape your destiny, and how will history remember you? Dare you

More information

For 2 to 6 players / Ages 10 to adult

For 2 to 6 players / Ages 10 to adult For 2 to 6 players / Ages 10 to adult Rules 1959,1963,1975,1980,1990,1993 Parker Brothers, Division of Tonka Corporation, Beverly, MA 01915. Printed in U.S.A TABLE OF CONTENTS Introduction & Strategy Hints...

More information

Stargrunt II Campaign Rules v0.2

Stargrunt II Campaign Rules v0.2 1. Introduction Stargrunt II Campaign Rules v0.2 This document is a set of company level campaign rules for Stargrunt II. The intention is to provide players with the ability to lead their forces throughout

More information

WARHAMMER 40K COMBAT PATROL

WARHAMMER 40K COMBAT PATROL 9:00AM 2:00PM ------------------ SUNDAY APRIL 22 11:30AM 4:30PM WARHAMMER 40K COMBAT PATROL Do not lose this packet! It contains all necessary missions and results sheets required for you to participate

More information

Goal of the Game. For 2-4 Players

Goal of the Game. For 2-4 Players RULEBOOK 1 For 2-4 Players As Jarl of a Viking clan, your followers have certain expectations: prosperity, security and glory. In return they follow you on raids of keep and villages and territories. They

More information

Notes about the Kickstarter Print and Play: Components List (Core Game)

Notes about the Kickstarter Print and Play: Components List (Core Game) Introduction Terminator : The Board Game is an asymmetrical strategy game played across two boards: one in 1984 and one in 2029. One player takes control of all of Skynet s forces: Hunter-Killer machines,

More information

FULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17

FULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17 T FULL RULEBOOK his book includes the complete rules for the game, followed by the Scenario section on page 17. This rulebook is not intended as a method for learning the game, and especially not as a

More information

Forge War. Game Overview. Components

Forge War. Game Overview. Components Forge War Game Overview The wild country lands are growing dangerous. The king has called upon all able-bodied men to fight back the ever-deepening darkness, and you, as a skilled blacksmith, are tasked

More information

Details of Play Each player counts out a number of his/her armies for initial deployment, according to the number of players in the game.

Details of Play Each player counts out a number of his/her armies for initial deployment, according to the number of players in the game. RISK Risk is a fascinating game of strategy in which a player can conquer the world. Once you are familiar with the rules, it is not a difficult game to play, but there are a number of unusual features

More information

SPACE EMPIRES Scenario Book SCENARIO BOOK. GMT Games, LLC. P.O. Box 1308 Hanford, CA GMT Games, LLC

SPACE EMPIRES Scenario Book SCENARIO BOOK. GMT Games, LLC. P.O. Box 1308 Hanford, CA GMT Games, LLC SPACE EMPIRES Scenario Book 1 SCENARIO BOOK GMT Games, LLC P.O. Box 1308 Hanford, CA 93232 1308 www.gmtgames.com 2 SPACE EMPIRES Scenario Book TABLE OF CONTENTS Introduction to Scenarios... 2 2 Player

More information

Operation Blue Metal Event Outline. Participant Requirements. Patronage Card

Operation Blue Metal Event Outline. Participant Requirements. Patronage Card Operation Blue Metal Event Outline Operation Blue Metal is a Strategic event that allows players to create a story across connected games over the course of the event. Follow the instructions below in

More information

By Chris Leder and Daryl Andrews. Rulebook. Story and Goal

By Chris Leder and Daryl Andrews. Rulebook. Story and Goal By Chris Leder and Daryl Andrews Rulebook Story and Goal At the end of the 19th Century, a brilliant and wealthy inventor announced that he was building a gleaming city of the future a utopian metropolis

More information

EPIC VARIANT REGULATIONS

EPIC VARIANT REGULATIONS EPIC VARIANT REGULATIONS SUMMARY OF CHANGES IN THIS VERSION VERSION 1.0 / EFFECTIVE 01.17.2018 All changes and additions made to this document since the previous version are marked in red. The Epic variant

More information

Runikend 1st edition Schneider Lab Ltd E. Hampden Ave Unit C-113 Denver CO,

Runikend 1st edition Schneider Lab Ltd E. Hampden Ave Unit C-113 Denver CO, OFFICIAL RULEBOOK TABLE OF CONTENTS INTRO... 1 OBJECTIVE... 1 WARNING!... 1 SETUP... 2 GAME LAYOUT... 3 CARD LAYOUT... 4 TURN... 5 BUY... 6 TRADE... 6 BUILD... 7 COMBAT... 8 SELL (Advanced Rule)... 10

More information

RANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS

RANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS i The 1 st Brigade would be hard pressed to hold another attack, the S-3 informed Bannon in a workman like manner. Intelligence indicates that the Soviet forces in front of 1 st Brigade had lost heavily

More information

X-Wing Epic Variant Regulations

X-Wing Epic Variant Regulations X-Wing Epic Variant Regulations Version 1.0 / Effective 01.17.2018 All changes and additions made to this document since the previous version are marked in red. The Epic variant supported by the Organized

More information

DOMINATION PLAYER A PLAYER B

DOMINATION PLAYER A PLAYER B The battlefield will provide a distinct tactical advantage for whoever holds it for many years to come. Victory can be achieved by forcing the enemy back and securing the key points on the battlefield,

More information

Campaign Notes for a Grand-Strategic Game By Aaron W. Throne (This article was originally published in Lone Warrior 127)

Campaign Notes for a Grand-Strategic Game By Aaron W. Throne (This article was originally published in Lone Warrior 127) Campaign Notes for a Grand-Strategic Game By Aaron W. Throne (This article was originally published in Lone Warrior 127) When I moved to Arlington, Virginia last August, I found myself without my computer

More information

Privateer Press Designed by Will Schoonover. Revised Rulebook by Justin Alexander

Privateer Press Designed by Will Schoonover. Revised Rulebook by Justin Alexander Privateer Press Designed by Will Schoonover Revised Rulebook by Justin Alexander http://www.thealexandrian.net CHARACTERS Each player will take on the role of a specific character. CHARACTER SHEET: Your

More information

The starting player takes the first turn, then players take turns in a clockwise order until a game-ending event.

The starting player takes the first turn, then players take turns in a clockwise order until a game-ending event. It is the year 2123. Earth has become inhospitable to life and humanity has spread throughout the universe in a quest to find a new home. Each surviving human colony will form exploration teams to different

More information

EPIC VERSION RULEBOOK Fledgling empires expand across the globe in an attempt to control land and sea. The Epic game is playable in four to six hours.

EPIC VERSION RULEBOOK Fledgling empires expand across the globe in an attempt to control land and sea. The Epic game is playable in four to six hours. EPIC VERSION RULEBOOK Fledgling empires expand across the globe in an attempt to control land and sea. The Epic game is playable in four to six hours. DUST - RULES SUMMARY TABLE OF CONTENTS The Story of

More information

Buck Rogers Battle For The 25 th Century 1. 4 Turn Phases Complete each phase in order Definitions

Buck Rogers Battle For The 25 th Century 1. 4 Turn Phases Complete each phase in order Definitions Buck Rogers Battle For The 25 th Century 1 OBJECT 1) Control 15 Territorial Zones at the end of any turn 2) Control the last Leader on the board at any time 3) Convince everyone else to surrender 4) Control

More information

Kingdoms of the Middle Sea A game for the piecepack by Phillip Lerche

Kingdoms of the Middle Sea A game for the piecepack by Phillip Lerche Kingdoms of the Middle Sea A game for the piecepack by Phillip Lerche Version 1.1, March 15, 2003 2-4 Players, 60-120 minutes Author and copyright by Phillip Lerche Equipment to play One piecepack (see

More information

ARMY COMMANDER - GREAT WAR INDEX

ARMY COMMANDER - GREAT WAR INDEX INDEX Section Introduction and Basic Concepts Page 1 1. The Game Turn 2 1.1 Orders 2 1.2 The Turn Sequence 2 2. Movement 3 2.1 Movement and Terrain Restrictions 3 2.2 Moving M status divisions 3 2.3 Moving

More information

Dungeon Cards. The Catacombs by Jamie Woodhead

Dungeon Cards. The Catacombs by Jamie Woodhead Dungeon Cards The Catacombs by Jamie Woodhead A game of chance and exploration for 2-6 players, ages 12 and up where the turn of a card could bring fortune or failure! Game Overview In this game, players

More information

Star Trek Fleet Captains FAQ version

Star Trek Fleet Captains FAQ version If you are missing your command posts, look under the ship insert (not the entire insert, just the insert the Ships are in) Where can I get replacements for damaged, missing or broken cards/ships: http://

More information

Game Manual. prototype

Game Manual. prototype Game Manual prototype prototype Can you survive in this hostile land ravaged by monsters and unending strife? Are you ready to fight and become Lord of Hellas? In Lords of Hellas you will lead a hero to

More information

Kingdom Card Almanac. Ancient Techniques. Berzerker. Bait and Switch. Bard. Blackmail

Kingdom Card Almanac. Ancient Techniques. Berzerker. Bait and Switch. Bard. Blackmail Kingdom Card Almanac Ancient Techniques Immediately look through the Craft discard pile and take one Craft Card for free. The Craft discard pile is made up of all the Craft Cards that were discarded at

More information

RULES OF PLAY. Table of Contents. The aim of the game. Game Overview

RULES OF PLAY. Table of Contents. The aim of the game. Game Overview RULES OF PLAY Caesar Hadrian ascended to the throne of the Roman Empire in 117 CE. During the early years of his reign, the Roman Empire faced various threats from the barbarians in Britain, Egypt and

More information

2 SETUP RULES HOW TO WIN IMPORTANT IMPORTANT CHANGES TO THE BOARD. 1. Set up the board showing the 3-4 player side.

2 SETUP RULES HOW TO WIN IMPORTANT IMPORTANT CHANGES TO THE BOARD. 1. Set up the board showing the 3-4 player side. RULES 2 SETUP Rules: Follow all rules for Cry Havoc, with the exceptions listed below. # of Players: 1. This is a solo mission! The Trogs are controlled using a simple set of rules. The human player is

More information

Overlord. Phoenix. Poisoned Blade. Poison Bolt. Poison Cloud. Poison Spit. Poison Spit All Red Hot Reflect All Rupture. Search Party.

Overlord. Phoenix. Poisoned Blade. Poison Bolt. Poison Cloud. Poison Spit. Poison Spit All Red Hot Reflect All Rupture. Search Party. It is recommended you use the Quick Reference Booklet to lookup Map tiles, Creature abilities, Quests and Tokens as you encounter them on your adventure You will only encounter a small selection of the

More information

Components Locked-On contains the following components:

Components Locked-On contains the following components: Introduction Welcome to the jet age skies of Down In Flames: Locked-On! Locked-On takes the Down In Flames series into the Jet Age and adds Missiles and Range to the game! This game includes aircraft from

More information

PITCHED BATTLE WARHAMMER CHAMPIONSHIP SCENARIO

PITCHED BATTLE WARHAMMER CHAMPIONSHIP SCENARIO Two forces clash in a straight-up fight. The battle has begun...now get moving! Deployment Zones are per the Pitched Battle deployment described on p. 199 of the units but do not deployed per the rules

More information

001 \ FORTRESS AMERICA

001 \ FORTRESS AMERICA TM TM 00 \ FORTRESS AMERICA ONE NATION, UNDER SIEGE! IN THE ST CENTURY, THE UNITED STATES OF AMERICA UNVEILED A NEW SYSTEM OF SATELLITES AND POWERFUL LASERS THAT PROVIDED NOT ONLY A FLAWLESS DEFENSE AGAINST

More information

Caesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager

Caesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager Caesar Augustus A board game by Edward Seager Introduction Caesar Augustus is a historical game of strategy set in the Roman Civil War period for 2-5 players. You will take the role of a Roman general,

More information

When placed on Towers, Player Marker L-Hexes show ownership of that Tower and indicate the Level of that Tower. At Level 1, orient the L-Hex

When placed on Towers, Player Marker L-Hexes show ownership of that Tower and indicate the Level of that Tower. At Level 1, orient the L-Hex Tower Defense Players: 1-4. Playtime: 60-90 Minutes (approximately 10 minutes per Wave). Recommended Age: 10+ Genre: Turn-based strategy. Resource management. Tile-based. Campaign scenarios. Sandbox mode.

More information

In the end, each nation tries to earn the most glory for themselves and become the strongest realm in the young history of Pandoria.

In the end, each nation tries to earn the most glory for themselves and become the strongest realm in the young history of Pandoria. 1. Story + Game For generations, the fertile Hiddenlands were shared by the peoples of the Five Realms. The Elves, Mages, Dwarves, Halflings and Humans lived peacefully with each other, though they increasingly

More information

Another boardgame player aid by

Another boardgame player aid by Another boardgame player aid by Download a huge range of popular boardgame rules summaries, reference sheets and player aids at www.headlesshollow.com Universal Head Design That Works www.universalhead.com

More information

IMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE

IMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE STOP! This Rules Reference Guide does not teach players how to play the game. Players should first read the Learn to Play booklet, then use this Rules Reference Guide as needed when playing the game. INTRODUCTION

More information

Struggle of Empires Game design by Martin Wallace. Artwork by Peter Dennis.

Struggle of Empires Game design by Martin Wallace. Artwork by Peter Dennis. Struggle of Empires Game design by Martin Wallace. Artwork by Peter Dennis. Overview Struggle of Empires recreates the military, economic, and political rivalries of the major European powers of the eighteenth

More information

HISTORIA. Contents. The winner will be the player having the most impact on the history of mankind. 1 Gameboard. 2 Timeline markers

HISTORIA. Contents. The winner will be the player having the most impact on the history of mankind. 1 Gameboard. 2 Timeline markers 1.13 HISTORIA Recreate the last 12,000 years of history. From the dawn of Civilization, through agriculture and navigation, nuclear energy and then into the future! In Historia, each player controls a

More information

OGY IDEOLOGY. The War of Ideas. Introduction DESIGNER'S NOTE

OGY IDEOLOGY. The War of Ideas. Introduction DESIGNER'S NOTE IDEOLOGY OGY Introduction The War of Ideas The conflict of political ideas spawned the epic struggles of the 20th Century. More than any other era in human history, nations defined themselves not merely

More information

Dune Express Alliances Dune express variant Originally Designed by FNH Game

Dune Express Alliances Dune express variant Originally Designed by FNH Game Dune Express Alliances Dune express variant Originally Designed by FNH Game Variant designed by Eric Pietrocupo Version 1.0.0 March 15 th 2010 Since there are so many variants out there, I needed to give

More information

8 Weapon Cards (2 Sets of 4 Weapons)

8 Weapon Cards (2 Sets of 4 Weapons) A Game by Pedro P. Mendoza (Note: Art, graphics and rules are not final) The way of the warrior is known as Bushido. It is a code that guides the life of a warrior and promotes values of sincerity, frugality,

More information

Warhammer 40K Golden Rhino Tournament

Warhammer 40K Golden Rhino Tournament CREATED BY IAN PIETILA FOR USE AT THE HIGHLAND PUBLIC LIBRARY Warhammer 40K Golden Rhino Tournament JULY 28TH 1ST ANNUAL List Requirements and Structure INSIDE YOU LL FIND Army list requirements and structure.

More information

BOLT ACTION COMBAT PATROL

BOLT ACTION COMBAT PATROL THURSDAY :: MARCH 23 6:00 PM 11:45 PM BOLT ACTION COMBAT PATROL Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today s tournament. It

More information

Caesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager

Caesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager Caesar Augustus A board game by Edward Seager Introduction Caesar Augustus is a historical game of strategy set in the Roman Civil War period for 2-5 players. You will take the role of a Roman general,

More information

SATURDAY APRIL :00AM 10:30PM 5:00PM 10:00PM :00PM

SATURDAY APRIL :00AM 10:30PM 5:00PM 10:00PM :00PM SATURDAY APRIL 20 ------------------ 9:00AM 10:30PM 5:00PM 10:00PM ------------------ 9:00AM 9:00PM WARHAMMER 40K COMBAT PATROL Do not lose this packet! It contains all necessary missions and results sheets

More information

THE MANHATTAN PROJECT 2:

THE MANHATTAN PROJECT 2: THE MANHATTAN PROJECT 2: MINUTES to MIDNIGHT ATOMIC POWERS EMBRACE THE STRATEGY OF DETERRENCE! A game for 2 5 players designed by Brandon Tibbetts Copyright 2018, Minion Games, LLC. All Rights Reserved.

More information

Welcome, fellow traveller, to the world of Stratos! Since its discovery by a wandering sailor, this fabled land is now claimed by five rival tribes.

Welcome, fellow traveller, to the world of Stratos! Since its discovery by a wandering sailor, this fabled land is now claimed by five rival tribes. by Setup and play... 2 How to win... 3 Action phase... 4 Buy phase... 6 Tiles, resources, and characters... 7 Maps... 10 About Board and Tale... 15 Special Thanks... 15 Welcome, fellow traveller, to the

More information

THE AGE OF DETERRENCE IS NOW THE AGE OF CONTROL. HE WHO CONTROLS THE BATTLEFIELD, CONTROLS HISTORY.

THE AGE OF DETERRENCE IS NOW THE AGE OF CONTROL. HE WHO CONTROLS THE BATTLEFIELD, CONTROLS HISTORY. AGES 0+ -5 PLAYERS FIELD GUIDE WAR HAS CHANGED PMCs (Private Military Companies) have taken the place of state armies as the world s primary war machines. As the fires of war continue to spread, take command

More information

Components. Overview of Play

Components. Overview of Play Tammany Hall was the political machine that dominated New York City politics by organizing the immigrant populations. While the organization s influence spanned from its founding in the 1790 s to its collapse

More information

RESERVES RESERVES CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN PICK A MISSION RANDOM MISSION RANDOM MISSIONS

RESERVES RESERVES CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN PICK A MISSION RANDOM MISSION RANDOM MISSIONS i The Flames Of War More Missions pack is an optional expansion for tournaments and players looking for quick pick-up games. It contains new versions of the missions from the rulebook that use a different

More information

COMPONENTS. The Dreamworld board. The Dreamshards and their shardbag

COMPONENTS. The Dreamworld board. The Dreamshards and their shardbag You are a light sleeper... Lost in your sleepless nights, wandering for a way to take back control of your dreams, your mind eventually rambles and brings you to the edge of an unexplored world, where

More information

Another boardgame player aid by

Another boardgame player aid by Another boardgame player aid by Download a huge range of popular boardgame rules summaries, reference sheets and player aids at www.headlesshollow.com Universal Head Design That Works www.universalhead.com

More information

Component List. Game Overview. How to Use This Rulebook. This Rulebook. 1 Quick-Start Rules Booklet. 3 Painted Plastic Ships.

Component List. Game Overview. How to Use This Rulebook. This Rulebook. 1 Quick-Start Rules Booklet. 3 Painted Plastic Ships. Game Overview Welcome to X-Wing, an exciting, fast-paced dogfighting game set in the Star Wars universe. In X-Wing, two players take control of X-wings, TIE fighters, and other ships from the Star Wars

More information

T H E G A M E O F S T R A T E G I C C O N Q U E S T

T H E G A M E O F S T R A T E G I C C O N Q U E S T AGES + - PLAYERS T H E G A M E O F S T R A T E G I C C O N Q U E S T FIELD GUIDE www.usaopoly.com We will be happy to hear your questions or comments about this game: Write to: USAOPOLY Customer Service

More information

Official Skirmish Tournament Rules

Official Skirmish Tournament Rules Official Skirmish Tournament Rules Version 2.0.1 / Updated 12.23.15 All changes and additions made to this document since the previous version are marked in blue. Tiebreakers, Page 2 Round Structure, Page

More information

Introduction. Table of Contents

Introduction. Table of Contents Version 1.0.1 Tournaments supported by the Organized Play ( OP ) program for the Star Wars : Imperial Assault, sponsored by Fantasy Flight Games ( FFG ) and its international partners, follow the rules

More information

Getting Started with Panzer Campaigns: Stalingrad 42

Getting Started with Panzer Campaigns: Stalingrad 42 Getting Started with Panzer Campaigns: Stalingrad 42 Welcome to Panzer Campaigns Stalingrad 42. As winter began to close, the instruction came forward from OKH to von Paulus and the Sixth Army capture

More information

OFFICIAL FAQ VERSION / UPDATED All changes and additions made to this document since the previous version are marked in blue.

OFFICIAL FAQ VERSION / UPDATED All changes and additions made to this document since the previous version are marked in blue. OFFICIAL VERSION 2.0.1 / UPDATED 12.22.1 All changes and additions made to this document since the previous version are marked in blue. 1 Deployment Cards, Pages 1, 2 Frequently Asked Questions, Page Twin

More information

Made by Bla Map War 2 Manual Version 6 ( ) Page 1. Map War 2 Manual

Made by Bla Map War 2 Manual Version 6 ( ) Page 1. Map War 2 Manual Made by Bla Map War 2 Manual Version 6 (201209231931) Page 1 Map War 2 Manual Made by Bla Map War 2 Manual Version 6 (201209231931) Page 2 Content Map War 2 Manual... 1 Content... 2 Intro... 3 Initial

More information

26 Unit Tokens - 10 Red Units - 10 White Units - 6 Neutral Units

26 Unit Tokens - 10 Red Units - 10 White Units - 6 Neutral Units Overview In March of 1917, Tsar Nicholas II was forced to abdicate the throne of Russia. In his place, a conservative Provisional Government formed, representing the official authority of the state. Opposed

More information

Fleet Engagement. Mission Objective. Winning. Mission Special Rules. Set Up. Game Length

Fleet Engagement. Mission Objective. Winning. Mission Special Rules. Set Up. Game Length Fleet Engagement Mission Objective Your forces have found the enemy and they are yours! Man battle stations, clear for action!!! Mission Special Rules None Set Up velocity up to three times their thrust

More information

Print and Play Instructions: 1. Print Swamped Print and Play.pdf on 6 pages front and back. Cut all odd-numbered pages.

Print and Play Instructions: 1. Print Swamped Print and Play.pdf on 6 pages front and back. Cut all odd-numbered pages. SWAMPED Print and Play Rules Game Design by Ben Gerber Development by Bellwether Games LLC & Lumné You ve only just met your team a motley assemblage of characters from different parts of the world. Each

More information

FIFTH AVENUE English Rules v1.2

FIFTH AVENUE English Rules v1.2 FIFTH AVENUE English Rules v1.2 GAME PURPOSE Players try to get the most victory points (VPs) by raising Buildings and Shops. Each player has a choice between 4 different actions during his turn. The Construction

More information

30-45 Mins Ages Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK

30-45 Mins Ages Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK 30-45 Mins Ages 14+ 2-4 Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK In the far future, robots have been designed to fight for the enjoyment of humanity. Bullets, lasers, bombs, drills, and various

More information

Dragon Canyon. Solo / 2-player Variant with AI Revision

Dragon Canyon. Solo / 2-player Variant with AI Revision Dragon Canyon Solo / 2-player Variant with AI Revision 1.10.4 Setup For solo: Set up as if for a 2-player game. For 2-players: Set up as if for a 3-player game. For the AI: Give the AI a deck of Force

More information

RU L E S REFERENCE USING THIS RULES REFERENCE

RU L E S REFERENCE USING THIS RULES REFERENCE TM TM RU L E S REFERENCE USING THIS RULES REFERENCE This document is a reference for all Star Wars: Armada rules queries. Unlike the Learn to Play booklet, the Rules Reference booklet does not teach players

More information

SCENARIO LIST. (In no particular order) SEIZE GROUND. - As per page #91 of the Warhammer 40,000 Rulebook -

SCENARIO LIST. (In no particular order) SEIZE GROUND. - As per page #91 of the Warhammer 40,000 Rulebook - The following is the complete list of scenarios that may be played at the 2011 Ultimate Warhammer 40K tournament. Four of these will be used by all players in the first four rounds of the tournament (pre-determined

More information

Galaxy of D 1/ About the Components: the Map The war takes place in Galaxy of D (the hexes are called sectors).

Galaxy of D 1/ About the Components: the Map The war takes place in Galaxy of D (the hexes are called sectors). 3.1. About the Components: the Map The war takes place in Galay of D (the hees are called sectors). A TWO Players he & counter space combat game Fast, brutal and diceless combat! 1. INTRODUCTION Once again,

More information

Getting Started with Panzer Campaigns: Budapest 45

Getting Started with Panzer Campaigns: Budapest 45 Getting Started with Panzer Campaigns: Budapest 45 Welcome to Panzer Campaigns Budapest 45. In this, the seventeenth title in of the Panzer Campaigns series of operational combat in World War II, we are

More information

Operation Deep Jungle Event Outline. Participant Requirements. Patronage Card

Operation Deep Jungle Event Outline. Participant Requirements. Patronage Card Operation Deep Jungle Event Outline Operation Deep Jungle is a Raid event that concentrates on a player s units and how they grow through upgrades, abilities, and even fatigue over the course of the event.

More information

Distribution in Poland: Rebel Sp. z o.o. ul. Budowlanych 64c, Gdańsk

Distribution in Poland: Rebel Sp. z o.o. ul. Budowlanych 64c, Gdańsk 1 Game rules: Fréderic Moyersoen Project management: Krzysztof Szafrański and Maciej Teległow Editing and proofreading: Wojciech Ingielewicz DTP: Maciej Goldfarth and Łukasz S. Kowal Illustrations: Jarek

More information

Sequence of Play This rulebook is organized according to this Sequence of Play.

Sequence of Play This rulebook is organized according to this Sequence of Play. Introduction...1 Sequence of Play...2 Campaign Set-Up...2 Start of Week...10 Pre-Combat...11 Combat...14 Post-Combat...19 End of Week...20 End of Campaign...22 Optional Rules...22 Credits...22 Sample Game...23

More information

HORUS HERESY: BETRAYAL AT CALTH BOX BASH

HORUS HERESY: BETRAYAL AT CALTH BOX BASH THURSDAY :: MARCH 23 8:00 AM 8:30 PM HORUS HERESY: BETRAYAL AT CALTH BOX BASH Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today s tournament.

More information

Imperial Settlers: Campaign Mode. The Tables. Control Trait Name. Cost* 1

Imperial Settlers: Campaign Mode. The Tables. Control Trait Name. Cost* 1 Imperial Settlers: Campaign Mode The Tables Province Table Roll Province Control Trait Name Cost* 1 Misty Mountains Increase your Production by +1 Stone permanently 2 Wild Forests Begin the next game with

More information

Version 1.0 July 28, 2017

Version 1.0 July 28, 2017 ww.truethought.com TMB Rules Reference is a game aid for Too Many Bones by Chip Theory Games Version 1.0 July 28, 2017 This document is for personal use only. It cannot be sold, redistributed, or used

More information

20SIDED OPTIONAL ALLEGIANCE RULES

20SIDED OPTIONAL ALLEGIANCE RULES Note: OPTIONAL ALLEGIANCE RULES presents an alternate system for using Allegiances in Stormbringer. Although these rules have been developed to stand alone, a copy of the Stormbringer 5th edition (or Elric!)

More information

Dust Warfare: Tournament Rules

Dust Warfare: Tournament Rules We are determined that before the sun sets on this terrible struggle our flag will be recognized throughout the world as a symbol of freedom on the one hand, of overwhelming power on the other. George

More information

zogar s gaze Objective

zogar s gaze Objective Objective zogar s gaze Be the first player to collect all the necessary cards to meet your win conditions and you will win the game. These win conditions are determined by your starting race and class.

More information

I-95 GAMERS. Domination Missions

I-95 GAMERS. Domination Missions I-95 GAMERS Domination Missions I-95 GAMERS Domination Missions Design notes Domination special rules Domination Frontline Domination Blind Domination Blitzkrieg Domination Early war Blitzkrieg Domination

More information

AGES PLAYERS

AGES PLAYERS AGES 0+ -5 PLAYERS RISK: HALO LEGENDARY EDITION In a distant corner of the galaxy a new Halo ring, one of the ancient superweapons of the mysterious Forerunner civilization is found and the battle sparks

More information

BATMATCH RULES BASIC RULES CREW LISTS SCORES PLAYER S RESPONSIBILITY OCT 2017 V1.0

BATMATCH RULES BASIC RULES CREW LISTS SCORES PLAYER S RESPONSIBILITY OCT 2017 V1.0 BATMATCH RULES OCT 2017 V1.0 BASIC RULES BatMatch games will be played using the latest version of the Batman Miniature Game rules from Knight Models, including expansions and online material such as errata,

More information

World at War. Blood and Bridges, Death of First Panzer, Eisenbach Gap COMBINED SCENARIO: A RACE FOR VICTORY. Robert Holzer, 2010

World at War. Blood and Bridges, Death of First Panzer, Eisenbach Gap COMBINED SCENARIO: A RACE FOR VICTORY. Robert Holzer, 2010 World at War Blood and Bridges, Death of First Panzer, Eisenbach Gap Robert Holzer, 2010 COMBINED SCENARIO: A RACE FOR VICTORY In a sudden blitz attack a detachment of the 2 nd Soviet Airborne Division

More information

Players: 2-4. With 4 players, Lagoon is a team game (see 4 Player Rules section). Time: 60 minutes

Players: 2-4. With 4 players, Lagoon is a team game (see 4 Player Rules section). Time: 60 minutes ATTENTION: Although Lagoon s game play is polished, I freely admit this rulebook needs work. The order in which concepts and rules are presented are not the most intuitive, and the language needs to be

More information

When attacking, increase your combat. value by 2 unless you are attacking the. Joint War. orange player. 16 Player Diplomacy Cards (4 per player)

When attacking, increase your combat. value by 2 unless you are attacking the. Joint War. orange player. 16 Player Diplomacy Cards (4 per player) GAME OVERVEW Each of us is carving a stone, erecting a column, or cutting a piece of stained glass in the construction of something much bigger than ourselves. Adrienne Clarkson Dial Assembly Sid Meier

More information

In this setting, a single victory or defeat is but one step on the path to total victory.

In this setting, a single victory or defeat is but one step on the path to total victory. A WARMACHINE & HORDES Campaign Overview Battle for the Athanc is a Game-Mastered map-based campaign for WARMACHINE and HORDES. Unlike a standard game of WARMACHINE/HORDES in which players meet and play

More information

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3 Table of Contents TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3 GAME OVERVIEW 3 Exception Based Game 3 WINNING AND LOSING 3 TAKING TURNS 3-5 Initiative 3 Tiles and Squares 4 Player Turn

More information

Components and Setup. Components and Setup. Game Components

Components and Setup. Components and Setup. Game Components Components and Setup. Place the game board in the middle of the table. Put the 50/00 point cards next to the 50 space on the score track. Game Components 4 0 6 6 40 44 3 8 0 5 5 6 7 38 Components and Setup

More information

WARHAMMER LEGENDARY BATTLES

WARHAMMER LEGENDARY BATTLES WARHAMMER LEGENDARY BATTLES Welcome Most games of Warhammer are two player games between armies with equal points values of anywhere from 500 to 3000 points. However, while games like these are great fun,

More information

DOMINATION PLAYER A PLAYER B

DOMINATION PLAYER A PLAYER B DOMINATION The battlefield will provide a distinct tactical advantage for whoever holds it for many years to come. Victory can be achieved by forcing the enemy back and securing the key points on the battlefield,

More information

Set Up. Developed by Alan Emrich and Josh Neiman

Set Up. Developed by Alan Emrich and Josh Neiman From the far reaches of our galaxy, an alien race has come to Planet Earth with the intent to wipe out the entire human race. As cities crumble and fall to the onslaught, a few civilizations bravely gather

More information

LORE WAR A Fantasy War Game

LORE WAR A Fantasy War Game LORE WAR A Fantasy War Game TABLE OF CONTENTS: OVERVIEW....3 SUPPLIES......3 SETUP........3 RULES OF PLAY......3 WINNING CONDITIONS. 5 THE LORE BOOK....5 https://loregamescom.wordpress.com/ 2 OVERVIEW:

More information

CONTENTS INTRODUCTION Compass Games, LLC. Don t fire unless fired upon, but if they mean to have a war, let it begin here.

CONTENTS INTRODUCTION Compass Games, LLC. Don t fire unless fired upon, but if they mean to have a war, let it begin here. Revised 12-4-2018 Don t fire unless fired upon, but if they mean to have a war, let it begin here. - John Parker - INTRODUCTION By design, Commands & Colors Tricorne - American Revolution is not overly

More information

Card Racer. By Brad Bachelor and Mike Nicholson

Card Racer. By Brad Bachelor and Mike Nicholson 2-4 Players 30-50 Minutes Ages 10+ Card Racer By Brad Bachelor and Mike Nicholson It s 2066, and you race the barren desert of Indianapolis. The crowd s attention span isn t what it used to be, however.

More information

LORE WAR A Fantasy Strategy Game

LORE WAR A Fantasy Strategy Game LORE WAR A Fantasy Strategy Game TABLE OF CONTENTS: OVERVIEW....3 SUPPLIES......3 SETUP........3 RULES OF PLAY......3 WINNING CONDITIONS. 6 THE LORE BOOK....6 https://loregamescom.wordpress.com/ 2 OVERVIEW:

More information