Island Hopping [Lustria setting].pdf

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Island Hopping
Island Hopping
2-4 players
The river Amaxon splits into several small tributaries, creating many small islands
surrounded by swirling rapids. These islands sometimes contain important artifacts or
treasure, and must be defended.
Terrain
On a 4’x4’ table, place a river so that it crosses the entire board, and its branches create
several islands.
There should be at least one more island than the number of players taking part in the
scenario. Islands must contain at least 6" square of area. Set up at least as many bridges,
as there are players in a sensible manner between the islands.
Warbands
The players each roll a dice. Whoever rolls highest chooses the island to set up on, and
sets up first. The other players then choose in descending order.
Starting the Game
The players roll a die, and the highest roller goes first. Turn sequence proceeds clockwise
around the table after the first player’s turn.
Special Rules
The objective is to control as many islands as possible by the end of the game. To control
an island, you must have more standing models on it than any single enemy. The river is
impassable terrain, so bridges must be used to cross from island to island. There can be
no more than four models on a bridge at any time. If a model takes a wound on a bridge,
it must make a Initiative test or fall into the river. If this happens, it takes an additional S3
hit and is washed onto the nearest bank.
Ending the Game
The game ends after six turns, or if all the warbands but one fail rout checks.
Experience
+1 Survives. All Heroes and henchmen groups who live through the battle gain +1
experience.
+1 Winning Leader. The Leader of the winning warband gains +1 experience.
+1 Per enemy OOA. Heroes gain +1 XP for each enemy they put out of action.
+1 Island Takeover. The Leader of a warband that controls another player’s starting
island at the end of the game gains +1 experience.
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