Fortress Of Evil
Fortress Of Evil
Written by: F. Richard Tifft
Scenario Name: Fortress of Evil
# of Players: 2-3
The Characters have discovered the hideout of a newly formed group of Villians. The first force to declare victory over them will earn an offical charter from the U.N. As this will earn the victorious heroes unending prestige, defeat is not an option...
It is recomended that Players choose a Force of 400 pnts. (although Forces of 200 or 300 will work as well, lower point totals increase the difficulty). Players should choose groups comprised of Heroes (although Villian groups could be used if agreed upon by all). After forming the groups, the First Player is determined as per standard rules (pg. 6). Starting with the First Player and going Clockwise each Player chooses a Villian (or Hero if agreed upon by all) until they build a Force equal to 200 pnts. more then the Player's Hero Forces. 600 pnt. Villian Force if Players use 400 pnts. for thier Heroes, a 400 pnt. Villian Force if Players use 200 pnts. for thier Heroes, etc. (going around as many times as needed in order to build the entire Force).
This Scenario is played on the Outdoors map from the IC starter box. Objects are now placed on the map as per standard rules (pg. 6-7), and the Player's Characters are placed on the map. Again as per standard rules (pg. 7). The group of Villans are now placed on the map, if only 2 Players are involed the Villians should be placed on a randomly determined side (1d6, will work). If 3 Players are involved the Villians are logical placed on the only remaining open side. Now the Players need to create a Villian Control Variable (it sounds more menacing then it is). With only 2 Players, the First Player rolls 1d6 if they roll an odd number then they will use odds as thier VCV. And if they roll an even number then of course evens are thier VCV. With 3 Players mearly assign First Player 1-2, the second Player 3-4, and the third Player 5-6 as thier respective VCVs. Play is as per the standard rules (pg. 8-22), except at the end of every Players turn they must roll 1d6. The number generated determines who then gets to control the Villians (using the Players VCV). The Villians are then givin a Turn by the Player determined by the die roll. (Note: Players can only take as many Actions as regulated by thier Build Points, ie. 4 for 400, 3 for 300, etc. While Villians get as many Actions per Turn as thier Build Point total allows them, ie. 6 for 600, 4 for 400, etc.). The Villians are moved this way at the end of every Players turn, effectivly letting them move 3 times before any Player gets to move again (if 3 Players are involved...it is 2 times between moves if 2 Players are present, logically) . Of course the controlling Player may change each turn or some lucky soul may get multiple moves of the bad guys. Players are never allowed to Push a Villian during a controlling Turn. Villians keep thier Action Tokens for 1 of thier Turns before removing them (example: a Player moves a particular Villian and he gains an Action Token for moving. The next Player takes his Turn and then rolls for a controlling Player. For that Turn the Villian still has his Action Token, so the controlling Player can not use that Villian, but as that Player finishes his Villian controlling Turn the Action Token is removed. Then the next Player can take his Turn, and then roll for a controlling Player. Of course now that Villian is free to take an Action.)
-Sentinel Fortress-
This is a variation on the "Fortress of Evil" Scenario, using Sentinels as the Villian Force. It is played as stated above, with the following additional rules:
1) If the Player controlling the Sentinels wishes to Push one they must roll 1d6, on a result of 1-3 they may Push them, on a result of 4-6 they cannot.
2) A Player who gains control of the Sentinels while they have one of thier Force members "Captured" may not release that Character. They still would have to free them using the Standard Sentinel rules.
*Victory Conditions*
The Scenario ends when all the Villians have been defeated, or when all the Player teams have been defeated. Scoring is as follows: Each Player gets Victory Points for each Villian thier Force defeated (Point Value = Victory Points). To that total they add the Point Value of any Heroes they still have on the map, and then they must subtract the Point Value of any Heroes KO'd by either the Villians or by another Player's Force. Players also get to add 1/2 the Point Value of any Opposing Player's characters thier Force KO'd (the Arch-Enemy rule can be applied here allowing a Player to get full Point Value to add to thier total, not double but full. Technically doubling the 1/2 point award). The Player with the highest total wins.
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