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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 602 Location: Kokomo, IN
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I have been working on a scenario game for 3 players (in addition to the GM playing as the enemies.) It is a relay race to the finish and features random minis introduced by the GM (from a set list but determined by dice rolls by the competing players.) I am hoping it will take from 60-75 minutes tops and I think it will be a lot of fun. We are endeavoring to play this week(end) and hope you will and let me know how the games go. I will set/adjust the rules until the Spring and then finalize them as a gameplay format. I have purchased sci-fi walls for the dividing of sectors but you could use anything straight edged or a yardstick. Enjoy.
THE GAUNTLET (Play time 60-70 minutes) 3 Minis worth 150 points total or less…Faction rules apply
Star Forge Map divided into 3 equal and walled lengthwise sectors.
Each player chooses their first miniature after setup location roll. Highest roll sets up in a sector which they will start from. Next highest roll sets up next and the lowest sets up last. The player that set up first reveals their first miniature followed by the second highest roll and finally the lowest roll. After the initiative check, the highest roll may go first followed in the person on their right (after the player on the far right plays it cycles to the player on the very left. NOTE: The GM rolls for initiative (moving where their initiative roll fit in among the other 3 players’ rolls. The GM controls all enemy miniatures with the goal of doing so in an impartial manner. On the GM’s turn, they will activate and perform actions with all “scenario miniatures.”
Each player’s miniature starts within 3 squares from the right side of the map. Player 1 in corridor A needs to get his miniature to the (as do all players,) and simply touch it to activate it for that miniature. They then must run the gauntlet down corridor B towards his next miniature that is ready to run the gauntlet. If any miniature is killed during play they will spawn back at the last waypoint they passed.
In this example when player 1’s miniature is heading down corridor B and passes the last waypoint the next round his next miniature can join the game. They can be used to fight off enemies so their miniature reaches the start/finish in corridor B or simply take off assuming their “partner” will make it on his own. The 2nd miniature heads back down corridor B and enters into corridor C after activating the (beacon) and heads to the start/finish of corridor C. As with the first miniature, when they pass the waypoint midway in corridor C, their last miniature may join the fray at the beginning of the next round.
Next, the last miniature in corridor C must journey back down C and activate the beacon and continue downward into corridor A. Finally, they must advance all the way to the start/finish line to be declared the winner. The winner is the team that runs all 3 of their gauntlets and finishes before their opponents.
After initiative is determined as well as corridor starting positions, the team who wins the first initiative rolls a six-sided dice to determine the beast which will spawn near their starting location. The player to their right rolls the same six-sided dice for the same purpose and finally the third player does likewise. The dice numbers will spawn… * Rolled by the player for their lane (BEFORE ROUND 1) 6-sided dice : 1. Reek 2. Krayt Dragon 3. Rancor 4. Acklay 5. Knobby Spider 6. Sarlaac
NOTE: A killed enemy may re-spawn at predetermined times and will do so without advanced notice. They will re-spawn just as players miniature(s) will. Players can attack other players if they see them, thus slowing down their movement but also slowing down their own advance. Also, at times unknown to the participating players, other troops/aliens/droids/creatures will join play at various predetermined areas on the map. They will join with a GM 20 sided dice roll and see the following enter play on these rolls ((FIRST GROUP) 25 points max first entry, (SECOND GROUP) one of 6 pushing/pulling Jedi and an accompanying spirit, (THIRD GROUP) 40 points max next entry, and (FOURTH GROUP) 60 points max on final entry.) FIRST GROUP (AFTER ROUND 1) 1 20-sided dice rolled : 1. Rebel Troopers x 3 2. Non-unique Republic Jedi 3. Stormtroopers x 3 4. Old Republic trooper x 3 5. Snowtroopers x 3 6. Fringe x 2 7. Vong x 2 8. Mandolorian troopers x 2 9. Separatist droids x 3 10. New Republic non-unique troopers x 2 11. Sith Jedi 12. Sith troopers x 2 13. Separatist droid melee fighter 14. Fringe x 3 15. Rebel troopers x 2 16. Imperial Jedi x 1 17. New Republic Jedi 18. Old Republic Jedi 19. Vong 20. Mandolorian
SECOND GROUP (FAR LEFT – After ROUND 2) (1) 6-sided dice roll – : 1. Luke Skywalker Push (with Yoda Spirit) 2. Apprentice Redeemed Push (with Spirit) 3. Kyp Durron, JM (with Spirit) 4. Kota Repulse (with Spirit) 5. Palpatine on Throne 6. General Skywalker (with Spirit)
THIRD GROUP (3/4 LEFT – After ROUND 3) (2) 6-sided dice rolled – : 2. Leia and Lando 3. 2xStormtroopers and 2xRebel Troopers 4. C-3PO, Wicket, Chirpa, and Ewoks 5. R2 Astro, Geonosian Drones, Elite, TWIN ATTACK? 6. Gungans with Atlatl and Battle Droids 7. 2xMandos Double Twin 8. Vong x2 Charging 9. O/R Droid and 24< Jedi 10. Sidious Hologram and Jedi without Renewal 11. Amidala and Droid with Kohuun 12. Tauntaun, Probe Droid, Snowtroopers, Hoth Troopers
FOURTH GROUP (Far LEFT – After Round 4) (2) 6-sided dice rolled - : 2. Skiff and Boba Fett and Mighty Swing miniature 3. 4-LOM (21), Zuckuss (35) 4. Han Solo (44<), Greedo 5. Luke Skywalker (28 or higher) and Wampa(s) 6. Grievous and IG-86 7. Palpatine and Mara Jade 8. Cheapest Maul and cheapest Anakin 9. Luke Skywalker and Tusken Raiders 10. Anakin, 4 or 5 Younglings 11. Chewbacca & 4 Mynocks 12. Obi-Wan (44), Ponda Boba
LANE A (team) to lane B finish, lane B starter (A team) to lane C finish, lane C starter (A team all the way back to original LANE A and TEAM A start/finish to win. LANE B (team) to lane C finish, lane B starter (B team) to lane A finish, lane B team starter in lane A (team B) all the way back to original LANE B and TEAM B start/finish to win. LANE C (team) to lane A finish, lane A starter (C team) to lane B finish, lane B starter (team C and lane B) all the way back to original LANE C and TEAM C start/finish to win.
NOT ALLOWED: 1. Speed greater than 8 2. Master Tactician 3. Soresu Style/Soresu Style Mastery 4. MOTF 2, 3, or 4 for any of the 3 participating teams (you may use a piece with it, just may not use it in the game to spend the Force more than once/turn.) 5. Use of Knight Speed 6. Use of Master Speed
ALLOWED: 1. Commander Effects in play for allies or followers (whatever is specified in the CE) as long as the Commander and any mini that is benefitting are activated and on the board.
******* NOTE: I do not know how to imbed file attachments here so here is the link at SWMGamers to download the .PDF with pictures...http://www.swmgamers.com/forums/viewtopic.php?f=3&t=16916
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 602 Location: Kokomo, IN
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Group 2 (Force Pushers) actually come in at location 4 on the map and not location 2.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 602 Location: Kokomo, IN
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Looks pretty cool. My only thought is that this would be cool to run on an 18 foot map instead of running back and forth on the same map 6 times. I don't know if we have 6 maps that could be linked, though. You could do 4 maps easily with the Tatooine maps or Capital City or Mass Transit maps together. Such a long map would probably be impractical anyway - especially due to table space at GenCon. It would look cool, though.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 602 Location: Kokomo, IN
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That would be cool. I figure since you are going down corridor 1 and then down 2, then up 2 and down 3 and up 3 and back down 1 you will face all minis brought in as well as run into the enemies often as well.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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I think you could do 6 with Mass Transit maps:
Strike Force Carrier - Offworld Cargo Docks - Freight Transit Station - Offworld Shipping Center - Offworld Docking Port - Offworld Transport Facility
Tracks don't make all that much sense. Clogged and short. But they line up the right way. Could even have a 7th map with Railway Floor + Tiles.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/17/2009 Posts: 489
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You could also do a lap of Chris West's new space station map pack. Start in the landing area and go around and finish in teh landing area.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/17/2009 Posts: 489
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 602 Location: Kokomo, IN
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Playing a run thru tomorrow. Report tomorrow night or Sunday. Also, like the idea of long maps and may try that eventually but really like the idea of playing in a smaller time than a long series of map might take. Will see though. Also, one rule to implement before playing is *ALL DOORS ON THE MAP ARE OPEN ALL THE TIME. Will see how that plays tomorrow.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Playing on a long map shouldn't take any longer - it covers the same distance. However, I think your format would probably be more fun just because the players will run into each other more often and attack each other occasionally.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 602 Location: Kokomo, IN
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Greg, his son and I played The Gauntlet last weekend. It was the very first time and had a few bumps to iron on the fly. After 1.5 hours of play, we knew the game needed tweaked to insure it was more fun as well as make it possible to finish in the stated goal of 60-70 minutes. Was happy the force push/repulse worked as I had hoped and I pushed minis into the chasms. Each time the minis pushed in had FP and on the re-roll made the save to keep their miniature alive and in its location. I really had fun with Greedo in the game as one of Greg’s rolls brought in Han and Greedo and it was funny sticking their minis (often high HP Jedi) in place as they struggled to reach the beacon just out of reach. The role of the GM was a lot of fun as well as it allowed you the unique chance to simply attack without worrying about losing your own mini(s).
Since that game:
1. I have fleshed out the exact minis to bring in via player dice rolls at various times of the game. 2. Made changes to how the game is won with each player’s mini in each lane simply needing to run the length of the map at predetermined times (without the need to return.) 3. Instituted a more fun initiative check for players (eliminating the initiative roll by the GM,) which in addition to determining the play order that round also serves to determine when the GM plays their minis. 4. Eliminated the MOTF 2, 3, etc. restriction. 5. Believe that with opponents running often simultaneously in lanes as they advance will result in more targets for the GM which should spread out the damage instead of one player taking it all of the time. 6. Instituted that minis re-spawning after dying will restart with their original Force Points as well as their original Hit Points. 7. Will play test the next game with new rules as well as set an 80 minute timer. 70 minutes if all players have played SWM before. The 80 minute time limit will allow for a quick lesson prior to playing for new players as well as allow for questions during the game. At the end of the time, the player with the most progress towards the goal of getting all three of their minis to the end of their lanes will be the winner.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/17/2009 Posts: 489
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thanks for the update
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 602 Location: Kokomo, IN
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We will be working on this format as a game for 3, and expand it to a game for 6 with 3 at each end of at least 3 end-to-end-to-end maps (Flying Arrow.) for GenCon. In this way players will run directly into each other and we can double to participants. It as well as the 3 player will be fleshed out in the coming few months. I will put updated .PDF information and game information as we play test.
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