As part of the extended campaign rules I also want to codify a bunch of different setups for each game. These would also apply for standalone games. The idea is to extend the options players have beyond the standard “line up and kill each other”. To this end I’m working on a new set of rules for Deployments, Objectives, Features, and Scenarios. I would love more wild west sounded names for these (as well as some of the individual points), but no luck thinking of any so far.
My friend Nathan from the game last Thursday was interested in helping me, so he’s been brainstorming these new rules. He’s played a bunch of tabletop games and I figured it’s hard for just one person to think up enough varied deployments and scenarios.
Deployments: These pertain specifically to HOW the posses are deployed. For example the current deployment is “choose a table edge, deploy 8 inches in, and fight”.
Objectives: These would be WHAT the posses are fighting for. There are two types of Objectives: Public and Private. A Public objective is known and shared by all players, such as “Kill Everything”. A Private Objective would be on a per posse basis and would differ, so that one posse might have “Kill the Enemy Leader” and the other might have “Capture a Cabin”. The players could either choose these objectives or roll for them.
Features: This is HOW the posse is fighting, in the sense that Features would be special rules or terrain that affect the battle. Maybe a saloon in the middle, maybe an underground tunnel, etc.
Showdowns: These are prepackaged scenarios with preset deployments, objectives, and features. Normally there is more of a story or background behind it, and these would be used for a Standalone game. There might be IP/ND restrictions, posse build restrictions (ie: must take a dinosaur), or even prebuilt posses to fight against each other.
I’ll be editing this post throughout the coming week as we brainstorm up ideas for these four categories. Then I’ll format the ideas and put them into the rulebook (although Showdowns may end up as a supplement instead of core).
- Edge: Opposite sides, short/long table edge, 8″ from edge
- Random Edge: Random table edge, 8″ from edge
- Deep Edge: Standard opposite edges (8″ from edge) but with 1 entity up to middle of table
- Corner: Opposite corners, 8″ from edge
- Deep Corner: Opposite corners, up to middle of table
- Surrounded: One posse deploys up to 12″ from center, the other deploys 8″ from random edge
- Line: Long line deploy (caravan style) and opponent 8″ from random table edge
- Scatter: Random scattering of every member, no restrictions
- Quadrant: Half the posse in each quadrant (up to middle), roll randomly for quadrants
- Clever Girl: One posse deploys half 8″ from edge, half from there to middle of the table. Other posse deploys 8″ from edge, and 2 entities on either flank 12″ from enemy forward element
Note: The 8″ is standard for a 3.5 or 4 foot length table, and could be scaled up or down accordingly.
- Kill: Kill everyone enemy entity
- Speed Kill: The first to kill 3 entities wins
- Dino Egg Hunt: Steal and return eggs scattered around the table
- Capture: At the end of the game whoever has the most living entities within 4″ of the capture point(s) would win
- Timed Capture: After 5 Turns whoever has the most living entities within 4″ of the capture point(s) would win
- Assassinate: Kill the enemy Leader
- Escort: Carry a non-posse entity to a specific location
- Flank: Move to a certain point with half your posse still alive
- Caravan: Escort numerous non-posse entities across the board
- Defend: One posse must hold a position against the other
- Smash and Grab: Both posses are trying to retrieve and carry off a single objective item
- Guard: Prevent a single non-posse entity from being killed
- Bomb: Move and plant a bomb at a designated building
- Secret Tunnel/Mine: Can be used to instantly “warp” an entity from one entrance to another. Can be wide enough for a dinosaur or not.
- Complex Tunnel/Mine: Use actual board/grid sections to show the tunnel, and move underground as normal.
- Slow Tunnel/Mine: Same as Secret Tunnel, but take 1 full Turn to appear at other entrance.
- Crates: Random crates (some good, some bad) are on the table using face down markers. Examples would be Extra Ammo, Trap, etc.
- Cannon: Weapon that can be used by entity in base contact, has good range and a big attack
- Canyons: Deploy tall canyon walls with a central ravine or clearing down the middle
- Town: Deploy numerous town buildings that may be locked or accessible (with board/grid floorplans)
- Traps: Each player writes down the X and Y coordinates (in inches) of various traps they have deployed, such as spike pits and tripwires
- Siege: Random cannon fire hits the table every turn
- Force Fields: Various force field generators are scattered across the table and can be used by anyone in base contact
- Wandering Dinosaur: Dinosaur that moves around the table randomly and attacks the nearest character
- Wandering Savages: A group of melee oriented Savages wander the table. They move randomly and attack the nearest entity, preferring dinosaurs over characters
- Roving Savages: A group of melee oriented Savages wander the table. Players alternate controlling the Savages on a per Turn basis
- Stampede: Herd of dinosaurs randomly sweeping the table, doing damage and removing terrain wherever they trample
- Firestorm: Random patches of fire that spread as the game goes on
- Marsh: Various patches that slow movement or are impassable
- Swamp: The ground is flooded and posses must jump from cliff to cliff to move
- Volcano: Dormant at start, roll D12 at the start of each Turn, explodes on D12 > 8-Turn (so Turn 3 would be 5+). Once exploded lava expands outwards from the volcano
- Light Fog: No attacks beyond Medium range
- Heavy Fog: No attacks beyond Short range
- Light Duststorm: Use a roll of 1 or 2 to count towards a Reload, instead of just 1
- Heavy Duststorm: Use a roll of 1, 2, or 3 to count towards a Reload, instead of just 1
- Gold Mine: Any entity who spends an Action Phase mining at this location will receive $10
- Citizens: Random group of human citizens wandering around the table
- Broken Ground: No entity can Run or Charge
- Inspiring Ruins: All base To-Hit numbers receive a -2 bonus
- Fearful Ruins: Roll two dice for any Bravery Test and use the lowest
- Gusting Winds: All weapons have 2″ Knockback
- Clear Day: +5″ to maximum weapon ranges
- Refreshing Spring: Every entity regenerates 2 HP at the end of every turn, or only entities within 4″ of the spring
- Chasms: Random lines of various length that block movement for humans. Can only cross on a roll of 6+ on D12, otherwise take 1 HP damage
- Pit Fight: Melee weapons only
- Street Fight: Ranged weapons only (except dinosaurs)
- Out of Supplies: Mark all ranged weapons with a Reload token
- Dino Rodeo: Steal opponents dinosaur. Rules for mounting an enemy dinosaur, breaking it, and sneaking it away
- Saloon: Central building where half of each posse must start unarmed. Other halves deploy opposite table edges 8″ in. From Turn 2+ roll D12 for each entity in the saloon, on 8+ they can leave the saloon with their weapons