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Sample Scenario 7
Prisoner Escape
Overview: In the terror of war prisoners are often caught and have to be guarded during the battle. Despite the best efforts of armies involved these prisoners sometimes escape.

Deployment: Roll to start deployment. The winner of this roll may either choose side of the table or to chose who deploy first. Players take turns deploying units. Warmachines deploy as one group and characters deploy last. Scouts may be used. After all units have been deployed by both players Each player must place their three objectives at in their deployment zone and no closer than 12 “ from another objective. These objectives are impassible terrain except to messengers. Then each player places a messenger next to each of their opponent’s objectives. Then the players should roll to see who goes first.

Special Rules: Messengers are prisoners and have the following stat line M6 WS2 S3 T4 W1 I2 A0 Ld8 Ward save 4+. They may never charge a unit, move like characters, and if they are charged they must flee. If they are killed, they are removed from the game. Until turn 4, during your turns, you may move one or all of your messengers off the opponent’s objectives. They may never reenter an opponent objective. After this they may never reenter an opponent’s objective. A messenger on an objective can not be harmed or targeted in any way. Your prisoners are trying to get safely across the board into your objectives If they do place them at the object and no other prisoner may go to this objective. Victory Conditions: Use standard victory conditions but each prisoner safely at one of your objectives is worth 250pts and each of your messengers alive at the end of the game and not in an opponent’s objectives scores 100pts.

Deployment zones:


Sample Scenario 8
Captured Objectives
Overview: Often two armies meet after both have captured some things the other wants. Rather than negotiate these forces often fight for control of the items.

Deployment: Roll to start deployment. The winner of this roll may either choose side of the table or to chose who deploys first. Players take turns deploying units. Warmachines deploy as one group and characters deploy last. Scouts may be used. After all units have been deployed by both players, they take turns placing three objective markers. These objectives must be placed in opponent’s units with a unit strength of at least 5. They are considered to be carried by the unit and can be put at the back or side of the unit to represent this.

Special Rules: Each objective is a valuable prize worth fighting for. The objectives will move with the unit they are placed in and may not be dropped or given to another unit voluntarily. If the unit carrying them is reduced below unit size 5 the objective will be dropped and should be placed 1” from the unit in a random direction determined by the scatter dice (This could put the objective in another unit). If a unit is broken for any reason, the objective will be dropped as above unless fighting in H-T-H and then the unit fighting it will always gain the objective. A dropped objective can be picked up by any unit of unit strength 5 or more that moves over the objective. While carrying an objective a unit is immune to panic. If a unit is carrying one of their own objectives it is also +1 to combat resolution. All units in your army hate all opponent units which are carrying an objective.. Victory Conditions: Which ever side controls the most of their own objectives at the end of the game wins.

Deployment zones:


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Last Modified on Tuesday, 29-Jan-2008 11:37:24 EST