Above is a prototype car. The Engine section is on a Tarot size card and the upgrades are all Mini American size cards. I was toying between making the upgrades double sided to allow you to place them on the left or right or printing different versions of the cards on either side to increase player's options.
The cards would have images of the car/upgrades in the white sections and I am aiming to create some player docks for them once I get back to work. I really liked the idea of using something similar to the CMON heart and corruption plastic counters as upgraded Speed and Damage tokens for the player docks (yes this is me going down the Kickstarter rabbit hole already!) so if anyone sees anything I could use please let me know, though I can already use the hearts as damage tokens in a pinch.
Missions
Each
mission will be scored using Victory Points (referred to as VPs from now on).
Each mission will also have a Victory Limit (referred to as VL from now on),
which is the minimum number of VPs needed by a player at the end of a Game
Round to claim victory. Should more than one player equal or exceed the VL in
the same round then the player with the highest VPs wins, if there is a tie the
tied players share the victory.
There
can be only one cult!
VL –
20. Score VPs equal to the DT you cause to enemy Cars.
Deployment
– Players roll off, the players will deploy in descending numerical order.
Players selects a 12” section on a board edge and deploys their models within
1” of that stretch of the board edge. No models may be deployed within 12” of
enemy models.
Cultrace
3000!
VL –
20. Score VPs equal to the value of each Flag Marker when one of your models
ends it’s activation within 1” of it. Flag Marker must be scored in ascending
numerical order and each player may only score VPs from each Flag Marker once
per game. The first player to score each marker scores a bonus VP.
Deployment
– Players roll off, winner places a 25mm circular Flag Marker numbered 1, the
next player places Flag Marker numbered 2 and so on until 6 Flag Markers are
placed numbering 1-6. No marker may be placed within 6” of a board edge nor
within 12” of another marker. Players alternate placing their models within 1”
of the board edge furthest from Flag Marker 1 in the order used to place the
Flag Markers.
Cultball!
VL – 3.
Score 1 VP for each goal scored. To score a goal a model needs to push the
Cultball within 1” of an opponents goal. To each time a model moves into
contact with the CultBall move it directly away from the model in the direction
the model was traveling equal to the number of inches the model had travelled.
Each time a goal is scored or the Cultball touches the board edge, remove the
Cultball and place it back in the centre of the board. The Cultball may be attacked
as though it were a enemy model and travels 1” for each DT it would suffer,
directly away from the source of the attack.
Deployment
- Players roll off, the players will deploy in descending numerical order.
Players selects a 12” section on a board edge and deploys their models within
1” of that stretch of the board edge. No models may be deployed within 12” of
enemy models. Each player must also deploy a 40mm circular Goal Marker 6-12”
from their section of the board edge. Goal Markers are Rough Terrain.
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