Казино «Медовый горшочек»




Фракционные схемы (доступны всегда)

Guild (Roundup):At the end of the game, this Crew earns 2 VP if it has more Minion and Enforcer models (combined) than the opposing Crew. If this Scheme is revealed, this crew earns 1 additional VP if it earns any VP from this Scheme.

Resurrectionists (Spread of Decay): At the end of the game, this Crew earns 2 VP if there are at least two friendly Undead models and/or Corpse Markers completely within each Quarter of the table. Models and markers which straddle two Quarters count for neither. If this Scheme is revealed, this Crew earns 1 additional VP if it earns any VP from this Scheme.

Arcanists (Gathering Power): At the end of the game, after calculating VP from all other Schemes and Strategies, if this Crew has the most Scheme Markers in play, it earns 2 VP. If this Scheme is revealed, this Crew earns 1 additional VP if it earns any VP from this Scheme.

Neverborn (Exterminate): At the end of the game, this Crew earns 2 VP if it has more Master and Henchmen models (combined) than the opposing Crew. If this Scheme is revealed, this crew earns 1 additional VP if it earns any VP from this Scheme.

Outcasts (For the Money): This Scheme must be revealed at the start of the game. No VP may be scored from this Scheme. When this Scheme is revealed, add four Soulstones to this Crew's Pool. This may raise the number of Soulstones above the Crew's usual starting limit.

Gremlins (Fight Another Day): At the end of the game, if this Crew contains four or more models with no damage, score 2 VP. If this Scheme is revealed, this Crew earns 1 additional VP if it earns any VP from this Scheme.

Ten Thunders (Watchful Eyes): At the end of the game, if this Crew has at least two Scheme Markers within 6" of each Deployment Zone, score 2 VP. If this Scheme is revealed, this Crew earns 1 additional VP if it earns any VP from this Scheme.

Ограбление банка

Описание: Прошел слух, что в хорошо охраняемом банке Малефо, в одном из сейфов спрятан могущественный артефакт, который в скором времени должны отправить через брешь на Землю. Времени осталось совсем немного, и те, кто хочет завладеть этой ценностью, должны действовать быстро. Дерзкий налет или незаметная кража? Перестрелка с охранниками или же тихое проникновение? Какой бы способ не был выбран, награда достанется лишь самому лучшему и искусному вору.

Особенность: Dead zone - A Dead Zone is Ht 0, 3” by 3”, severe terrain. Each player places one Dead Zone anywhere on the table at least 6” from either Deployment Zone. While in base contact with a Dead Zone, models may not take Ca Actions and are immune to Ca Actions.

Расстановка: Corner Deployment

Стратегема: Extraction

Setup

Place an Informant Marker at the Center of the table.

Special Rules

At the end of every Turn after the first, after scoring VP, the player with the most non-Peon models within 6" of

the Informant Marker may place the Marker up to 3" from its current location, not into terrain or base contact with a model.

Victory Points

At the end of each Turn after the first, a Crew earns 1 VP if it has two or more non-Peon models within 6" of the Informant Marker.

Схемы:

1. Covert Breakthrough – This Scheme may not start revealed. At the end of the game, this Crew earns 1 VP for each of its Scheme Markers within 6” of the enemy Deployment Zone.

2. Take Prisoner – The scheming player notes down a model in the opponent’s crew. At the end of the game, if this Crew has at least one non-Peon model engaged with the noted enemy model this Crew earns 2 VP. If there are no other enemy models within 3” of the chosen model, and this Crew has at least one non-Peon model engaged with the chosen model, this Crew earns 3 VP instead. This Scheme does not benefit from being revealed.

3. A Quick Murder – This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. When you choose this Scheme, note down the enemy model with the highest Soulstone Cost. If multiple models are tied for the highest Soulstone Cost, then choose one of those models and note it down. This Crew scores 2 VP if the noted enemy model is killed or sacrificed before the end of the game. If the noted enemy model is killed or sacrificed on or before Turn 3, score 1 additional VP.

4. Distract – All non-Peon models in this Crew may target a non-Peon enemy model within 1” with a (1) Interact Action to give the target the following Condition for the rest of the game – “Distracted: This model may take a (2) Interact Action to remove this Condition from itself. No other Action may remove this Condition.” This Scheme starts the game unrevealed. The first time an enemy model gains the Distracted Condition, reveal this Scheme. At the end of every Turn, this Crew earns 1 VP if at least two enemy models have the Distracted Condition.


 

Казино «Медовый горшочек»

Описание: Азартные игры – прибыльный бизнес. А сосредоточие этого бизнеса – казино «Медовый горшочек». Деньги перетекают из одного кармана в другой, но казино всегда остается в выигрыше. Однако порой находятся умелые игроки, которые бросают вызов фортуне и срывают куш. Но только ли дело в удаче, или же есть что то еще? Профессионалы не раскрывают своих секретов, но опытный глаз может увидеть, что за суконными столами, среди карт, игральных фишек и бокалов шампанского, идет настоящая война. А на любой войне, так или иначе, проливается кровь. Азартные игры – кровавый бизнес.

Особенность: Saloon - Due to the ceiling, all models lose Flight for the duration of the game. Place a 3” by 3” Open Bar terrain piece in the Center of the table. The Open Bar is Ht 1, severe terrain, soft cover. Any model within 1” of the Open Bar may make a (2) Interact Action to perform a 3/5/7 healing Flip. In addition, each player places two 30mm Chair Markers within 6” of the Centerline of the table. Any model within 1” of a Chair Marker may discard it to take the following Action: “(1) Thrown Chair (Sh 5 / Rst: Df / Rg: 10”): Target Suffers 2/3/7 damage. If the target suffers weak damage, or this Attack fails, place a Chair Marker in base contact with the target”.

Расстановка: Close Deployment

 

Стратегема: Stake a Claim

Special Rules

A model may take a (2) Interact Action to discard all Claim Markers within 6” of itself, and then place a Claim Marker in base contact with itself.

Victory Points

At the end of each Turn after the first, a Crew earns 1 VP if there are more Claim Markers on the Enemy Half of the table than its own.

 

Схемы:

1. Set Up – This Scheme may not start revealed. When you choose this Scheme, note down an enemy Master, Henchman, or Enforcer model. Once per game, at the end of any Turn, this Crew may reveal this Scheme to score a number of VP equal to the number of this Crew’s Scheme Markers within 4” of the noted enemy model. Then remove all of this Crew’s Scheme Markers within 4” of the noted enemy model.

2. Tail 'em – This Scheme may not start revealed. All Minion models in this Crew may target an enemy Master or Henchman model within 6” and LoS with a (1) Interact Action to give the target the following Condition for the rest of the game: “Spotted: This Condition is removed if this model is outside of Line of Sight of all enemy models at the end of its Activation. No Action or Ability can remove this Condition”. The first time an enemy model gains the Spotted Condition, reveal this Scheme. At the end of every Turn after the first, this Crew may end the Spotted Condition on one enemy model in play to gain 1 VP.

3. Undercover Entourage – This Scheme may not start revealed. When you choose this Scheme, note down one of this Crew’s Master or Henchman models. At the end of the game, if the chosen model is in the opponent’s half of the table, this Crew earns 1 VP. If the chosen model is in the enemy Deployment Zone at the end of the game, this Crew earns 1 additional VP. If the chosen model is in the opponent’s half of the table at the end of the game and has half or more of its Wounds remaining, this Crew earns 1 additional VP.

4. Bodyguard – The scheming player notes down a non-Leader Henchman or Enforcer model in her Crew that must be protected. If the Crew has no Henchmen or Enforcer models, note down the model with the highest Soulstone cost instead. This Scheme may be revealed at any time. At the end of every Turn, starting on Turn 4, if this Scheme is revealed, this Crew earns 1 VP if the noted model is still in play and at least 8” from its Deployment Zone. At the end of the game, this Crew earns 1 additional VP if the noted model is still in play with more than half of its Wounds remaining.


Пропавшая экспедиция

Описание: Научная экспедиция бесследно пропала в глубине таинственных лесов за границей обжитой зоны Малефо. В последнем сообщении от неё было упомянуто об обнаружении древних развалин, курганов и бесценных артефактов нечеловеческого происхождения. Конечно, это не могло не привлечь внимание тех, кто хотел бы заполучить подобные ценности в свои руки. По следам пропавших ученых отправились многочисленные поисковые группы, но почти все они исчезли, затерявшись среди зеленного лабиринта. Лес не рад незваным гостям и не желает отдавать то, что принадлежит ему. Лишь немногие искатели смогут выжить и добраться до цели, но перед этим им придется принести не одну кровавую жертву.

Особенность: Carnivorous Plants - Each player places one 50mm Plant Marker within 6” of the Centerline of the table. Plant Markers are Ht 0, severe, hazardous terrain which deal 1/4/7 damage. Any model which ends a move or push within 3” of a Plant Marker must succeed on a TN 14 Wk duel or be pushed into base contact with the Plant Marker. If a Blast Marker is placed over a Plant Marker, discard the Plant Marker.

Расстановка: Standard Deployment

 

Стратегема: Interference

Setup

Divide the table into four 18" by 18" table Quarters.

Victory Points

At the end of each Turn after the first, a Crew earns 1 VP if it controls two or more table Quarters. To control a table Quarter, the Crew must have the most unengaged non-Peon models within the table Quarter. These models cannot be within 6” of the Center of the table, or partially within another table Quarter.

 

Схемы:

1. Dig Their Graves – This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. Once per turn, after this Crew kills or sacrifices an enemy non-Peon model that is within 4" of one or more Scheme Markers friendly to this Crew, score 1 VP, then your opponent may remove one Scheme Marker friendly to your Crew within 4" of the killed (or sacrificed) model. If this Scheme and another of your Schemes would score any VP off the same model being killed or sacrificed, you must choose only one of your Schemes to score from.

2. Search the Ruins – This Scheme may not start revealed. At the end of the game, this Crew earns 2 VP if it has 3 or more Scheme Markers within 6” of the Center of the board. If at least two of those Scheme Markers are on the opponent’s half of the table, earn 1 additional VP. Scheme Markers which are within 2” of one or more other friendly Scheme Markers do not count towards this Scheme.

3. Last Stand – This Scheme may not start revealed. Reveal this Scheme at the end of any turn. At the end of every Turn after the Turn this Scheme has been revealed, if this Crew has at least three Enforcer and/or Henchman (any combination of at least three) models in play completely outside their deployment zone and this Crew has fewer models on the table than the enemy Crew, score 1 VP.

4. Leave Your Mark – This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. At the end of every Turn after the first, this Crew may remove one of its Scheme Markers which is on the opponent’s half of the board, not within 6” of the of the Centerline, and not within 4” of a non-Peon enemy model to score 1 VP.

Поместье висельников

Описание: Некогда цветущее поместье, древнего и богатого рода, ныне заброшено и среди его обветшалых стен гуляет ветер. Рассказы о баснословных богатствах хозяев привлекали многих грабителей и искателей приключений, но никто из тех, кто отправился в поместье, оттуда не вернулся. Найдутся ли такие смельчаки, которые смогут пролить свет на страшное преступление, которое было совершено здесь и отыскать сокровища хозяев имения? Время покажет.

Особенность: Hanging tree - The Hanging Tree is on a 50mm base, Ht 6, blocking, impassable terrain. It may be placed anywhere on the table at least 6" from either Deployment Zone. Any model which ends an Action within 3" of the Hanging Tree must immediately take a TN 13 Horror Duel.

Расстановка: Corner Deployment

 

Стратегема: Guard the Stash

Set Up

Place two 50mm Stash Markers (Ht5, blocking, impassable, hard cover) on the Centerline each 5" on either side of the Center of the board (10" apart from each other).

Victory Points

At the end of each turn after the first, a Crew earns 1 VP if it has at least one non-Peon model within 2" of each Stash Marker.

 

Схемы:

1. Accusation! – This Scheme may not start revealed. All non-Peon models in this Crew may target a non-Peon enemy model within 1” that has not yet Activated this Turn with a (1) Interact Action to give the target the following Condition for the rest of the game: Accused: This model gains the following Action: “(1) Hold It!: Remove the Accused Condition from this model. This Action may not be taken while this model is engaged.” No other Action or Ability can remove this Condition. The first time an enemy model gains the Accused Condition, reveal this Scheme. At the end of every Turn after the first, this Crew may end the Accused Condition on one enemy model in play to gain 1 VP.

2. Recover Evidence – This Scheme may not start revealed. You may reveal this Scheme at the beginning of any Turn. After revealing this Scheme, the opponent chooses five of their models in play (or all of their models in play if they have less then five remaining). You may place an enemy Evidence Marker in base contact with chosen models. Models in this Crew can use a (1) Interact Action to remove an enemy Evidence Marker in base contact with itself. If they do, this Crew scores 1 VP.

3. Inspection – This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. At the end of every Turn after the first, this Crew scores 1 VP if it has at least one non-Peon model within 4” of where each end of the Centerline of the board meets the board edge (or corner).

4. Plant Evidence – At the end of the game, the Crew earns 1 VP for each piece of terrain in base contact with at least one of the Crew's Scheme Markers, if the Scheme Marker is within the Enemy Half of the table. If this Scheme is revealed and this Crew earns at least 2 VP from this Scheme, it earns 1 additional VP.


 

Поезд с контрабандой

Описание: Поезд с контрабандой арканистов, подготовленной для вывоза из Малефо, был спрятан на одной из старых заброшенных железнодорожных станций. Однако кто-то допустил утечку информации и о ценностях, находящихся на нем, стало известно слишком многим. Совершить дерзкий налет и схватить все, что плохо лежит – что может быть проще? Ничего, если бы этому не мешали конкуренты, стремящиеся опередить тебя. А какой самый просто способ избавится от конкурентов? Конечно же, перебить их всех до последнего!

Особенность: Junkyard - Each player places two Junk Markers within 3” of the Centerline of the table. These count as Scrap Markers. Models in base contact with a Junk Marker may discard it to take the following Action: “(1) It Still Works! (Sh 5 / Rst: Df / Rg: 10”): Target model suffers 3/5/7 damage. This Action must declare a Trigger if able”.

Crows - Catastrophic Failure: After resolving, the acting model suffers 4 damage.

Tome - Extra Juice: The damage flip gains +.

Masks - Whoa...: After resolving, the opposing player places this model within 6”.

Rams - Invigorate: After damaging, this model heals the amount of damage dealt.

 

Расстановка: Flank Deployment

 

Стратегема: Reckoning

Victory Points

At the end of every Turn, after the first, a Crew earns 1 VP if it killed or sacrificed two or more enemy models during that Turn. At the end of every Turn after the first, if a player has no models in play (buried models are not considered “in play”) then her opponent earns 1 VP. A player may not earn more than 1 VP from this Strategy per Turn.

 

Схемы:

1. Occupy Their Turf – This Scheme may not start revealed. Once per game, at the end of any Turn, this Crew may reveal this Scheme to score a number of VP equal to the number of this Crew’s Minion models on the enemy half of the board which are not within 10” of the Centerline.

2. Show of Force – This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. At the end of every Turn after the first, count the number of face-up Upgrades with a printed cost greater than 0 attached to each non-Master model within 6” of the center of the board for each Crew. Upgrades which began the game attached to a Master do not count toward this total. If this Crew has at least one qualifying Upgrade and has a number of qualifying Upgrades equal to or exceeding the opposing Crew’s number of qualifying Upgrades, this crew scores 1VP.

3. Cursed Object – All non-Peon models in this Crew may target a non-Peon enemy model within 1” with a (1) Interact Action to give the target the following Condition for the rest of the game - “Cursed Object: This model may take a (1) Interact Action to perform a TN 12 Wk duel. If successful, remove this Condition from this model. No other Action may remove this Condition.” This Scheme starts the game unrevealed. The first time an enemy model gains the Cursed Object Condition, reveal this Scheme. At the end of every Turn after the first, this Crew may end the Cursed Object Condition on one enemy model to gain 1 VP.

4. Claim Jump – This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. At the end of every Turn after the first, if this Crew has at least two Scheme Markers within 2” of the Centerline of the board, not within 2" of an enemy model, and not within 4" of another friendly Scheme Marker, this Crew scores 1 VP and removes all friendly Scheme Markers within 2" of the Centerline.

Заброшенная шахта

Описание: Камни Душ – главная ценность Малефо. И не удивительно, что как только прошел слух, о том, что в одной из заброшенных шахт обнаружили новую жилу, то туда тотчас же отправились те, кто жаждал наложить руку на эти богатства. Отыскать среди разрушенных штолен драгоценности не просто, ведь кроме опасности обвалов и лабиринта подземных ходов, предстоит бороться с конкурирующими бандами, не желающими делится Камнями. В темноте подземелий нет места слабости или жалости, ибо награда окупит любые жертвы.

Особенность: Mine - Due to the confined space, all models lose Flight for the duration of the game. At the start of the game, each player places two 30mm Soulstone Vein Markers within 6" of the Centerline of the table. Any model in base contact with a Soulstone Vein Marker may make a (1) Interact Action to discard it and add two Soulstones to its Crew's Pool.

 

Расстановка: Standard Deployment

 

Стратегема: Squatter’s Rights

Setup

Place five 30mm Squat Markers along the Centerline. One is placed at the Center of the table. Then, two more are placed on the Centerline 6" away from the Center of the table (one on each side). Lastly, two more are placed on the Centerline 6" away from table's edge (one on each side).

Special Rules

Squat Markers begin the game claimed by neither Crew. A model may take a (1) Interact Action to claim any Squat marker that is in base contact with the model. A Squat marker is only ever claimed by the last Crew to interact with it, all previous claims are removed.

Victory Points

At the end of each Turn after the first, a Crew earns 1 VP if it has claim to at least two Squat Markers.

Схемы:

1. Frame For Murder – This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. When you choose this Scheme, note one of this Crew’s non-Peon models as the “sucker.” If the chosen “sucker” model is killed or sacrificed by an enemy model, score 1 VP. If the enemy model was a Master or Henchman, score 1 additional VP. If this Scheme was accomplished on or before Turn 3, score 1 additional VP.

2. Protect Territory – At the end of the game, this Crew gains 1 VP for each of its Scheme Markers which is at least 6” from its Deployment Zone and has at least one friendly non-Peon model within 2” of it. Scheme Markers with more enemy models than friendly models within 2” do not count towards this Scheme. If this Scheme is revealed and this Crew earns at least 2 VP from this Scheme, it earns 1 additional VP.

3. Hunting Party – This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it. At the end of every Turn after the first, score 1 VP if at least one enemy Minion or Peon model was killed by one of this Crew’s Enforcer or Henchmen models. At the end of every Turn after the first, if the enemy Crew has no Minion or Peon models in play, score 1 VP. No more than 1 VP per Turn may be scored from this Scheme.

4. Detonate The Charges – This Scheme may not start revealed. Once per game, at the end of any Turn, this Crew may reveal this Scheme and earn 1 VP for each enemy model that is within 3” of at least one of this Crew’s Scheme Markers. Then, remove all of this Crew’s Scheme Markers which are within 3” of an enemy model. If only one Scheme Marker is removed in this way, this Crew can only score a maximum of 2 VP from this Scheme.

 



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