Table of Contents

Scenario Basics

Time Limits: Time limits are typically measured in Rounds. A time limit that reads as “5 Rounds” lasts until the end of the 5th round.

Scenario Types

Rout the Enemy

In a Rout the Enemy map, the only goal is to Rout a percentage of the enemy army. This can be 100%, or it can be a fraction like 80%. In most scenarios, the Attacker and Defender need to Rout the same percentage, but one side can need more than the other.

This Scenario can sometimes be “too simple” to play, as stall tactics like hiding a few units away from combat can drag out the match.

Escape off Map

In a Escape off Map scenario, the Attacker must move through the map to a predesignated area where their units can “Escape” from the map.

Any Attacker unit that ends it’s turn in the Escape Area is removed from the map and counts towards the percentage of units the Attacker needs to win. An Escaped unit cannot re-enter the map once it has left. A Defender can place units on the Escape Area tiles.

Seize

In a Seize scenario, an Attacker has a number of units (often one) that are designated as the Leader of their army. The Defender is defending a specific tile on the map from being seized by the Attacker.

Seizing occurs when a Leader unit takes no Action and ends it’s turn on the tile designated at the start of the scenario. This requires no roll and ends the battle immediately. A Defender is allowed to place units on the designated tile.

Survive

In a Survive scenario, the Defender will win so long as X% of their army survives the set number of rounds defined at the start of the scenario. The Attacker must Rout enough of the Defender’s army before the time limit is up.

Defend

In a Defend scenario, the Defender is protecting villages or other locations on the map from Razing by the Attacker. The Defender must protect a minimum number of them for a set number of rounds in order to win.

An Attacker’s unit can Raze a Key Area by ending their turn on a Key Area. Defending units can occupy Key Areas.

Objective Control

In an Objective Control scenario, both armies are trying to gain Control of set objectives on the map. A Unit gains control of the Objective by ending it’s turn in or on the Objective. A Unit cannot can control over an Objective Area if an enemy unit is also in the Area. A Unit does not have to stay in or on the Objective to retain control of it.

Protect Unit

In a Protect scenario, the Defender is protecting predesignated VIP units from being Routed by the Attacker. These units may be units within the Attacker’s army, or neutral units that do nothing each round. The Defender must protect a minimum number of them for a set number of rounds in order to win.

Heist

In a Heist scenario, the Attacker is trying to reach designated Treasure Chests on the map that the Defender is protecting. A Treasure Chest can be opened using the Pick special action (Thieves, Rogues, and the Unlock Staff provide this) on it’s tile. Once the item from the chest is acquired and placed in the Unit’s Inventory, the Unit must bring the item to the designated Secure Area of the map at which point the item is removed from their Inventory and counted towards the Attacker’s Victory Condition.