Tournament Scenarios
The aim is for each scenario to be balanced on scoring with each other, so that every scenario can score:
Maximum available VP on the table of 7
Highest possible winning VP is 7
Highest possible draw VP is 3
Highest losing VP is 3
Highest winning VP with the Highest losing VP scoring 3 is 4
The Scenarios
Stockpile
Smoke and Mirrors
Hold the Line
Pillage
Push
Round 1
Token Scenario: Stockpile
Before rolling off to choose sides, place 3 (1 for smaller games) piles of Loot Counters on the centre line of the board.
One pile of 3 (1 for smaller games) Loot Counters must be placed in the exact centre of the board (or as close to it along the centre line as possible), and then players place one more pile of 2 Loot Counters each along the centre line, rolling off to see who places theirs first.
Loot Counter Piles cannot be placed within 12" of each other or within 3" of Blocking Terrain.
There will now be 7 (5 for smaller games) Loot Counters on the table, a Centre pile of 3 (1 for smaller games) Loot Counters and two piles of 2 Loot Counters each.
A Unit can only pick up one Loot Counter from each pile per turn (so centre Loot Counters would take 3 turns to pick them all up).
Victory Points are awarded at the end of the game as follows:
1 Victory Point for each Loot Counter you hold.
Round 2
Bluff Scenario: Smoke & Mirrors
This scenario use 8 buff counters (each player has one 2, one 1 and two 0's) and an Objective Marker
The Objective Marker is placed in the exact centre of the board (or as close to it along the centre line as possible).
After rolling off to choose sides, roll off to see who places the first Bluff Counter. The players take it in turns to place one Bluff Counter of their choice (marked sie down) fully on their opponent's half of the board, following the same placement restrictions as Objective Markers.
At the end of Round 2 and then after each Round, each player must flip one Bluff Counter on their side of the board, rolling off to decide who flips first. Repeat this process each turn unitl all Bluff Counters are flipped and revealed.
VP at end of game
1VP for the centre Objective Marker that you control
1VP for each Bluff Counter marked with a 1 that you control
2VP for each Bluff Counter marked with a 2 that you control
Bluff Counter marked with a 0 are not worth any VP.
Round 3
Area Scenario: Hold the Line
The middle 12" (6" from each side from centre line scores)
At the end of the game, divide the board into three 2'x1' rectangles straddling the centre line (6" from each side from centre line).
The middle 12" (6" from each side from centre line scores).
Add up the total Unit Strength of each player's units within a rectangle. If a unit is straddling the line between two rectangles it is considered to be in whichever rectangle is covered by the majority of its base. If there is no clear majority, the owning player must choose which rectangle the unit is in.
The player who has the highest Unit Strength in each rectangle controls it.
Victory Points are awarded at the end of the game as follows:
3 Victory Points if you hold the rectangle in the middle.
2 Victory Point for each other rectangle you hold.
Round 4
Objective Scenario: Pillage
Before rolling off to choose sides:
Place 1 objective marker in the exact center of the board.
Place 6 more objective markers on the board. The Players take it in turns to place one objective marker each. Roll off to see who places the first objective.
Victory Points are awarded at the end of the game as follows:
1 Victory Point for each Objective Marker you control.
Round 5
Token Scenario: Push
After both players have set up their forces, place 3 Loot Counters within the set up area, giving them to different units to carry (ie same unit at start of the game cannot carry more than one Loot Counter, but can carry more than one after set up).
Roll off to see who begins placing their Loot Counters first, and the players take it in turns to place one Loot Counter each until they have placed them all.
A single unit can only score with one loot counter.
An additional Loot Counter is placed in the exact centre if the board.
Victory Points are awarded at the end of the game as follows:
1 Victory Points for each unit holding at least one Loot Counter where your unit is entirely on the opposing half of the board.
1/2 Victory Points for each unit holding at least one Loot Counter where your unit is a least partly on your half of the board.
A unit may not hold more than one Loot Counter for purposes of scoring.
Add up the total Victory Points and round down any fractions.