RE-ANIMATOR

INTRODUCTION

The free lands are home to the Undead. Your mission is to conquer the lands by destroying the Undead and driving away your opponent's army. However, you discover that if you kill an undead, it re-animates and immediately joins your side. Be careful though because if your opponent kills your new undead partner, then it will re-animate as your enemy!

This two-player scenario uses 2nd Edition rules and the maps and blocks that come with the 2nd Edition base game plus one expansion set, although it can be played with just the base game.

SETUP

Join maps 15 and 14 as follows.

Map 15 (flipped)
Map 14

Talina is near the north map edge, and Vazholm is near the south edge. The players sit across the east and west edges. Place the following undead units on the indicated hexes, faceup and flat. If you only have the base set, substitute a unit from an unused faction for the random undead.

UnitLocation
Castle (C4)Jorryn bridge (road hex between Tanga and Jorvik)
ZombieVika
ZombieAxal
ZombieRugona Bog
SkeletonTali Desert
Skeletonone hex southwest of Tanga
Varghanone hex north of Basura in the woods
Necrom (A)Farrall
random undead creature/castleone hex south of Hahn

Players may play any of the remaining six factions. Each player starts with nine units: 1 wizard, 1 castle, and 2 or 3 C1 units. The remaining 4 or 5 blocks may be anything but wizards or C1 units. Each player is limited to one chaos unit. Each player then spends 54 gold to buy and improve the units. Place unused gold as gold tokens in the player's home city. (If playing with the base set only, start with eight units and 50 gold.)

A player may build one new block (a tenth block) during the course of the game beginning with turn 2. A player may also rebuild eliminated or combined units in addition to the one new unit. A player may not build a second wizard (new or rebuild) unless the first wizard has been eliminated. (If you only have the base set, each player may buy a non-wizard unit from an unused faction.)

Of the ten blocks a player can build, only one may be a chaos unit. A player may build treasure blocks (gold, silver, etc.), but they count against the ten-block limit. Artifacts do not count against the limit.

Place the western player's castle in the western player's home city, Ertona. Deploy the remaining blocks on road hexes within one hex of Ertona.

Place the eastern player's castle the eastern player's home city, Skara. Deploy the remaining blocks on road hexes within one hex of Skara.

THE UNDEAD

Undead are hostile to both players at start and are treated as an enemy third player. Hostiles do nothing but defend themselves. They may not move, retreat, create gold, or use gold. When captured by a player, they become fully functional allies. They then move, retreat, add steps, etc just like any normal unit. However, if a friendly undead unit is eliminated, it changes sides (at 1 CV) to become either hostile or aligned with the opponent.

When a player attacks a hostile, the opponent temporarily controls the hostile for the battle. A hostile always fights to the death, never retreating. Ignore any result that would cause a retreat. Hostiles always begin a battle at full strength, and any hits from earlier battles are healed.

If player 2 moves units to a player1-vs-hostile battle hex, he must temporarily ally with the hostile. When the battle ends, player 2 must regroup/retreat to different hexes not stacked with hostiles.

If an undead (hostile or aligned) is eliminated for any reason, it switches sides (even becoming hostile again if killed by a hostile) beginning with the next combat round at one step (its weakest strength). If a hex becomes overstacked because undead switch sides, ignore it and resolve the overstacking later when the battle is over. (Note that the hostiles may need to regroup in this case if overstacked.)

If a player wins a battle against hostiles, he captures their gold. Roll 1d6 for all defeated undead (not per undead unit). 1-2=1 gold, 3-4=2 gold, 5-6=3 gold. The victor may spend the gold immediately to improve any block in the hex including the new undead allies. If there is unused gold, drop gold tokens in the hex to be used by any unit stopping there. There is no gold reward for capturing an opponent's undead.

The undead wizard does not change sides. If eliminated, he vanishes. Give the wizard block to the attacker to count as a victory point.

Undead units may not combine or disband.

SPECIAL SCENARIO RULES

All cities are neutral unless occupied.

Units may move by sea to NEUTRAL cities in addition to friendly cities.

Aquatics may move by sea off-map along the eastern edge. On one turn, the aquatic moves normally by sea to off-map. On a subsequent turn, it moves to any sea or coastal hex on the eastern edge.

Units may not disband.

GAME LENGTH AND VICTORY

A player wins instantly if he captures the enemy home city. Otherwise the game lasts 10 turns after which victory points (VPs) are tallied.

Tie? Undead hostiles reinforce from the south, killing everyone. The Undead win.

Scenario by Stan Hilinski, 2007.