Wednesday, January 06, 2016

Christmas Game Part 2

Rules used:  playtest copy of Advanced Songs of Blades and Heroes (ignoring the new reactions rule)

Bad Santa Stops Christmas

Scenario:  A large war, 3’ x 5’ or even 3’ x 6’.  6 small buildings with unlit tops spaced down the center.  It’s the Hero’s job to light the lights, or Santa can’t land.  But the grumpy Giant of the North wants to stop Christmas.  He dressed up as Santa and has raised an army of teddy bears to stop Christmas from coming.

It takes 2 actions of a figure leader in contact with a building to light the light.  Bad Santa won’t appear until 3 lights are lit, or half his forces are gone.
All Player Leaders motivate all friendly figures in their range.  Bonuses are not cumulative.

Activations:  Each hero has a chip.  Teddys are divided into 4 groups, each with their own chip.  Groups are spread across the board.  Santa with muscles will get his own chip.  At the end of a turn, all chips go back into the pot.  The last person drawn cannot be the first on drawn (no back-to-back activations).

Automatic bad guys:  When a teddy or SwM chip is drawn, they will always roll 3 dice for activation.  All teddys on the board of that group will get that number of actions.  Teddys will always close with the nearest good guy and engage in melee.  They will do power blows if possible.   But:  Teddys are clueless.  If there is no active enemy within2x1 Long, they will move 1 Short in a random direction (d4) and forfeit all other actions.  Individual members of the color group do get leader bonus if in range.

Example:  Red Teddy group rolls and gets 2 activations!
1 red teddy is in melee.  He will do a power blow
1 red teddy is close to an enemy.  He will move to contact and do a regular blow
1 red teddy is within 1 long of an enemy.  He will use both actions to move into contact
1 red teddy is more than 1 Long of everybody.  He rolls a d4 and moves towards that direction (never leaving the board)
1 red teddy is in Leader range.  He gets 3 activations.  Time to move and power blow!
1 red teddy is in Leader range and in melee.  He gets 3 activations.  He does a power blow, the 3rd activation is wasted.

When a gruesome kill on a Teddy happens, only that group must test.  Even if a Teddy of another group is right there, they don’t have to test.

If SwM has a choice between reaching a minion or a hero in the same move stick, he will go after the hero.  SwM is never clueless, he will always move towards an enemy no matter where on the board.

Game end:  
WIN:  All 6 lights lit (instant win) or all bad guys dead / gone
LOSE:  All hero party dead


Points total:
Hero party grand total is 782 points.
Santa With Muscles can be either 124 or 140 points (with Long Move).
Teddys can be either C1 at 5 points or C2 at 12 points.

Weak Santa + Weak Teddy = 132 teddys
Weak Santa + Strong Teddy = 55 teddys
Strong Santa + Weak Teddy = 128 teddys
Strong Santa + Strong Teddy = 54 teddys – What I used


Friendly Warbands:
Each warband consisted of 1 leader (Anna Elsa, Olaf, Kristoff) and the following:  

Red Elf Q4+  C2 26 points
Good Shot:
Sling:  flings presents at enemy.

Snowminion (3) Q4+  C2 26 points
Opportunistic:
Steadfast:

Each Leader:
Anna Q 3+  C 2 100 pts
Leader
SpellCaster
Wall of Ice:
Slush Ball:  (like Fireball spell)
DoYouWannaBuildaSnowminion:  Summon spell that can re-animate dead friendly snowmen

Kristoff Q 3+  C 3 130 pts
Leader
Hero:
Combat Master:
Expert Parry:  

Elsa Q 3+  C 2 114 pts
Leader
SpellCaster
Snowstorm:
Ice Jet:
Switcheroo:

Olaf Q 3+  C 2 100 pts
Leader
SpellCaster
SnowBlast:
Slush Ball:
Wall of Sunbrellas (wall of wood):

Evil Warband:

Santa With Muscles Q 3+  C 3 140 pts
Leader
Big:
Bludgeon:
Heavy Armor:
Aggressive Tumble:
Tough:
Long Move:

Bad Teddy (52) Q4+  C2 12 points
Gang:
Rabble: