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Gauntlet
By Chris Fuller
A "gauntlet" style scenario may work well. Setting up the town tiles in a straight line (or two rows), starting the character at one end/corner and having the victory conditions/objectives being met in the polar opposite tile/corner. This forces interaction with most or all tiles.
The scenario I came up with was an evacuation of the town, which has been overrun by nasties. Your character (or characters) must save x-number of townspeople and get them to the other end of town safely before a F-16 airstrike is ordered which will destroy the town. Some of the allies you find can walk on their own power; some are injured, some may help fight, etc.
Another thing to consider is a race against time. I thought of using the # counters to act as random timers. Sprinkle in counter #'s 1-6, which total 21. When you draw a counter, you add that to the total. When the total reaches a set amount (16-18 out of twenty-one), then the airstrike occurs. Characters with perception or search would be able to avoid turning over # counters. (This idea is a theft of the "doom counter" track in Arkham Horror).
"Sentient" Monster Movement
Maybe a scenario where the character races to grab and destroy an artifact that has been unearthed in the center of town (face up on board). It must be taken to the gun shop where it will be destroyed (or maybe to the game store where it will be worshipped by Illuminati players)?
All creature counters start in the "woods" - off the board on the outskirts of town. The artifact attracts the monsters to the town.
Use the number counters for a delayed and random monster start - spread them face down and draw one each turn. When the counters exceed a pre-determined total, start monsters on the edges of the board from all directions. Each turn they move in a straight line towards the artifact.