SITUATION NORMAL . . .

INTRODUCTION

The Feudals lived peacefully on the islands of North and South Feudoria, but when word leaked out about the gold mines, it meant trouble. The Dwarves and Orcs decided to put their animosity aside and to team up in an invasion of the islands. Things went well for a little bit, but then hatreds took over and it suddenly was Orc vs Dwarf vs Feudal vs Orc. It was "situation normal ..."

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

MAP SETUP

Join maps 13, 14, and 16 as follows. Map 16 may be folded in half. Cape Fear and Pixie Point on map 16 complete the south island.

Map 13 (flipped)
Map 14Map 16

The northern-most city is Anzar. The Tamis Strait separates North Feudoria from South Feudoria. Bethi and Anzar are on North Feudoria, and Tanga and Jorvik are on South Feudoria. Units may land at the lands adjacent to Feudoria, but the cities there provide no gold and no victory points.. The players sit at the north and south edges.

Randomly place 14 Feudals (no treasures or artifacts) on the cities of the north and south islands, face up and flat. If you do not have enough feudal blocks, use blocks from an unused faction (not Dwarves nor Orcs). Place markers for two gold mines at Tanga-S1 (one hex south of Tanga) and Jorvik-S1 (one hex south of Jorvik).

PLAYER SETUP

The opposing player sides are Dwarf and Orc. The players will each disembark 6 units on the Feudorian beaches on turn 1 and 6 more units each on turn 2. The Orcs and Dwarves will be allies on turn 1, but they will become enemies beginning with turn 2.

Each player chooses 6 blocks of his faction for turn 1 and 6 more for turn 2. These 12 blocks may not include castles but may include treasures and artifacts. An artifact does not count against the maximum and is in addition to the 6.

Each player will probably use about 15 blocks of combat troops (not castles) for the game. If you do not have enough blocks for each faction, use blocks from another faction (mercenaries).

Players must pay for all steps of their 12 blocks. Each player spends up to 50 gold to purchase and and improve the first 6, and then another 50 gold to buy and improve the second 6 (plus pay for any extra artifacts). Any unspent gold is lost.

Roll for initiative. Starting with player 1, players alternate deploying 6 units, one at a time, on coastal hexes of the two islands. Only one block may occupy a hex. Units must be deployed on clear terrain, coastal hexes. Deploying in rough terrain (woods, desert, cities, etc) is not permitted. There are six landing hexes on North Feudoria. The landing hexes on South Feudoria are the five clear ones between Skara and Garundy bordering the Tamis Strait plus the one clear hex south of Garundy. No blocks may be deployed at Lanhenge or the clear beach hexes south and east of Skara. There are 12 available landing hexes (total) on both islands, one for each combat unit.

On turn 2 after rolling initiative, players alternate deploying their second set of 6 units, one at a time, on the islands. Blocks may be deployed in any clear terrain coastal hex (friendly or neutral) or in any friendly city. Blocks may now stack while debarking. The eastern beach hexes south of Skara are now eligible.

THE FEUDALS

The Feudal inhabitants are hostile to both players. Feudals do nothing but defend themselves, although they may retreat during battles. They may not move, attack, create gold, or use gold.

When a player attacks a Feudal, the opponent temporarily controls the Feudals for the battle. A Feudal may fire or retreat at the controlling player's discretion. On turn 1, all Feudals fight at -1 strength (one less die) due to surprise. On turn 2 and beyond, Feudals always begin a battle at full strength. Eliminated Feudals are removed from the game. Feudal units do not combine or disband.

Resolve any battle with Feudals immediately after the active player completes movement, and before the opponent moves. The modified play sequence is: player 1 moves, player 1 fights Feudals, player 2 moves, player 2 fights Feudals, normal combat phase, and buildup. Battles with Feudals are the same as normal battles except when they are resolved. Feudals always begin a battle at full strength (any earlier damage is ignored) except on turn 1 when they fight with one less die.

SPECIAL SCENARIO RULES

On turn 1, players may not attack each other. Units may move through opponent's blocks, but may not stack together or attack together. Reminder: Feudals defend with one less die on turn 1.

Vacant cities and mines are Feudal. All other vacant hexes are neutral. Feudal hexes are enemy hexes to both players.

A mine generates 2 gold per turn when friendly-occupied.

Players may build new units in friendly cities/mines. The blocks may be from their pool of available units, which includes their eliminated non-wizard blocks. Castles may be built on mine hexes.

No unit (Orc, Dwarf, Feudal) may disband.

Langarak Bay is a shallow and sluggish body of water. Treat the bay (up to Centaur Point and Stavik-NE1) as a very wide, shallow river. Units who can cross rivers may cross the bay as if it were a river. Aquatics use it normally. The sea hexsides in the bay have a hexside limit of 1.

GAME LENGTH AND VICTORY

The game lasts 7 turns after which victory points are tallied.

If tied, the winner is the player who controls the most mines, and if still tied, the winner is the player who had initiative on turn 7.

Scenario by Stan Hilinski, 2007.