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NeverAgain

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  • Birthday 08/25/1979

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  1. Thank for the welcome all! darth tater: I remember, he won best painted. Well deserved too! xxXhayzelXxx: I've been playing Lilith the longest. My favourite though is the Dreamer. He's such a nightmare to play with...
  2. Hi all, First of all I need to point out that I'm very new here and the main reason I joined is because I wanted to discuss some campaign ideas I had for a local shop. I thought before starting, I need some experienced players to proof read my draft rules below. I would really appreciate any input anyone can provide, so I encourage everyone to scrutinise my ideas below and to please offer some constructive criticism. I'm not one of those posters that will take any negative comments personally. In fact, I'm more than grateful if someone reads through this and gives feedback. So without further ado: >>>WARNING: LOTS OF TEXT BELOW THIS POINT<<< MAP: The campaign map will be divided in hexagons and each player will start with a capital hex on a map edge. Each hex in numbered for "auditing" purposes. NOTE: A player occupying a hex will record the hex number on his stat sheet. This will form an "audit trail" so a moderator can backtrack in case of a dispute. The campaign will last 4 turns (1 week = 1 turn, so a month in total). The aim of the campaign is to mine soulstones. The player with the most soulstones by the end of the game wins. If two or more player scores are tied, there will be a 25pt tie breaker encounter in order to determine the winner. A player mines soulstones by occupying hexes. At the end of the turn (week), a player gains 1 soulstone per occupied hex (the exact scoring system is detailed further below). The map is then reset and players start again with just their capitals. This allows new players into the campaign without them feeling overwhelmed. In order to gain more hexes, players must challenge each other. The number of hexes occupied in a single challenge depends on the size of the game: 15pts (minimum point challenge!) - 1 hex 25pts - 2 hexes 35pts - 3 hexes 50pts and more - 4 hexes The players themselves are allowed to set their own schemes, encounters, terrain etc. as per the rulebook. The winner of the challenge may occupy hexes (following the points chart) adjacent to his territory. If more than one hex is being claimed following a challenge, the winner may claim each one in a hiearachical manner - thus if two hexes are claimed, the second does not necessarily need to be in contact with originally occupied hexes, so long as it is adjacent to newly claimed territory. The winner may also claim adjacent hexes belonging to the loser of the challenge, but may not claim hexes occupied by other players. A player is NOT allowed to decline a challenge as a means to protect his territory. Points are counted at the end of the turn: - 1 point per occupied hex - 1 point per game played (this is to encourage people to visit the local shop more often). - Additional bonuses/penalties (explained below) Each turn has the following limitations: 1) A player may not challenge the same opponent more than once a day. 2) A player may not occupy more than 10 hexes at the same time. If he already controls 10 hexes and wins a challenge, he can claim adjacent hexes but has to sacrifice the same amount of hexes (Note: Does this rules make sense to stop people with lots of time claiming ALL the hexes?). 3) A player can use any master from his chosen faction, but cannot use a different faction. At the end of each encounter, players will fill in a form with the following details: - Date - Player name - Opponent name - Challenge size - Winner - Occupied hex numbers. Additional bonuses/penalties Some hexes will contain a special status which conveys additional effects at the end of turn. These are: 1) Soulstone vein - Gain 2 SS from this hex 2) Magic portal - occupant now has the ability to take over non adjacent BLANK hexes (i.e. the owner of the magic portal may not occupy non-adjacent enemy hexes!). 3) Soulstorm - at the end of the turn, either lose 2 SS or gain 1 extra SS (flip a coin or roll a dice!). You can still mine this hex, so the net effect is either -1 SS or +2 SS at the end of turn. 4) Fortress - if this hex is "invaded" defender loses the hex but gains another adjacent non-occupied hex. 5) Trade routes/settlements (cluster hexes - possibly in groups of three) - The player who owns all these hexes by the end of the turn gains +50% mined points (i.e. - not points awarded for the challenges) 6) Pirate hex - these hexes are always "paired" with cluster hexes. If the whole cluster is already occupied by a different player (who will therefore receive the bonus at the end of turn), the owner of the Pirate hex may "steal" 2 SS off that player at the end of turn. At the beginning of the next turn, some of the special hexes are scattered. 1) Fortress and Cluster & Pirate hexes do not move. 2) Magic portal, Soulstorm and Soulstone vein hexes scatter D6 (direction) and D4 (no. of spaces) THE END
  3. I think I may have met a few players from Crawley from a Warmachine tournament a couple of years ago, when Wargames Haven was still open. I currently play at this new shop that opened next to Hove train station called Onslaught Games & at the Victory Pub (near Churchill Square) every Tuesday from 17:00. All are welcome!
  4. Hi all, Long time lurker here, finally decided to take the plunge! Been playing Malifaux (mainly Neverborn) since it was released and it still remains one of my top games. If anyone here is from Brighton (UK that is... I'm sure there's a US version somewhere ), please feel free to contact me - I'm always up for a game! Hope to get to know everyone in time! NeverAgain
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