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obsidian:officers-chess:writing_scenarios [2022/07/20 18:10]
willowlark removed
obsidian:officers-chess:writing_scenarios [2023/01/27 09:26] (current)
willowlark
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-======= Scenario Basics =======+====== 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. **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 =======+====== Scenario Types ======
  
-====== Rout the Enemy ======+===== Rout the Enemy =====
  
   * //Map requirements:// None   * //Map requirements:// None
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 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. 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 ======+===== Escape off Map =====
  
   * //Map requirements:// A defined line or area of tiles as the “Escape” Area on the Defender’s side of the map.   * //Map requirements:// A defined line or area of tiles as the “Escape” Area on the Defender’s side of the map.
   * //Army Requirements:// None   * //Army Requirements:// None
-  * //Optional Requirements// A max number of rounds before the Defender wins.+  * //Time Limit// Optional: A max number of rounds before the Defender wins.
   * //Attacker Victory Conditions:// Get ''%%X%%%'' of units to the defined area on the map that lets them Escape.   * //Attacker Victory Conditions:// Get ''%%X%%%'' of units to the defined area on the map that lets them Escape.
   * //Defender Victory Conditions:// Rout enough of the Attacker’s army that they cannot meet Victory conditions or, if a max number of rounds was set, prevent Attacker from meeting Victory condition before max rounds is reached.   * //Defender Victory Conditions:// Rout enough of the Attacker’s army that they cannot meet Victory conditions or, if a max number of rounds was set, prevent Attacker from meeting Victory condition before max rounds is reached.
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 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. 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 ======+===== Seize =====
  
   * //Map requirements:// A Gate, Throne, or other clearly defined single tile.   * //Map requirements:// A Gate, Throne, or other clearly defined single tile.
   * //Army Requirements:// The Attacker must define one or more Leader unit for their Army.   * //Army Requirements:// The Attacker must define one or more Leader unit for their Army.
-  * //Requirements// A max number of rounds before the Defender wins.+  * //Time Limit// A max number of rounds before the Defender wins.
   * //Attacker Victory Conditions:// Seize the designated tile with a Leader unit.   * //Attacker Victory Conditions:// Seize the designated tile with a Leader unit.
   * //Defender Victory Conditions:// Rout all of the Attacker’s Leader units or, if a max number of rounds was set, prevent Attacker from meeting Victory condition before max rounds is reached.   * //Defender Victory Conditions:// Rout all of the Attacker’s Leader units or, if a max number of rounds was set, prevent Attacker from meeting Victory condition before max rounds is reached.
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 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. 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 ======+===== Survive =====
  
   * //Map requirements:// None   * //Map requirements:// None
   * //Army Requirements:// None   * //Army Requirements:// None
-  * //Requirements// A set number of rounds the Defender must survive.+  * //Time Limit// A set number of rounds the Defender must survive.
   * //Attacker Victory Conditions:// Rout enough of the Attacker’s army that they cannot meet Victory conditions.   * //Attacker Victory Conditions:// Rout enough of the Attacker’s army that they cannot meet Victory conditions.
   * //Defender Victory Conditions:// Have ''%%X%%%'' of their Army survive unit the set number of rounds have passed.   * //Defender Victory Conditions:// Have ''%%X%%%'' of their Army survive unit the set number of rounds have passed.
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 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. 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 ======+===== Defend =====
  
   * //Map requirements:// A defined number of tiles on the Defender’s side of the map designated as Key Areas.   * //Map requirements:// A defined number of tiles on the Defender’s side of the map designated as Key Areas.
   * //Army Requirements:// None   * //Army Requirements:// None
-  * //Requirements// A max number of rounds before the Defender wins.+  * //Time Limit// A max number of rounds before the Defender wins.
   * //Attacker Victory Conditions:// Raze ''%%X%%'' of designated Key Areas before the max number of rounds is reached.   * //Attacker Victory Conditions:// Raze ''%%X%%'' of designated Key Areas before the max number of rounds is reached.
   * //Defender Victory Conditions:// Prevent the Attacker from Razing ''%%X%%'' of the designated Key Area before the max number of rounds is reached.   * //Defender Victory Conditions:// Prevent the Attacker from Razing ''%%X%%'' of the designated Key Area before the max number of rounds is reached.
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 An Attacker’s unit can Raze a Key Area by ending their turn on a Key Area. Defending units can occupy Key Areas. 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 ======+===== Objective Control =====
  
   * //Map requirements:// Three tiles or tile areas on the map designated as Objectives. They should not be placed near each other.   * //Map requirements:// Three tiles or tile areas on the map designated as Objectives. They should not be placed near each other.
   * //Army Requirements:// None   * //Army Requirements:// None
-  * //Requirements// A max number of rounds.+  * //Time Limit// A max number of rounds.
   * //Attacker Victory Conditions:// Control more of the Objectives at the end of the set number of rounds.   * //Attacker Victory Conditions:// Control more of the Objectives at the end of the set number of rounds.
   * //Defender Victory Conditions:// Control more of the Objectives at the end of the set number of rounds.   * //Defender Victory Conditions:// Control more of the Objectives at the end of the set number of rounds.
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 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. 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 ======+===== Protect Unit =====
  
   * //Map requirements:// A defined number of units designated as VIP units. (These units do not have to be in the Defender’s Army.)   * //Map requirements:// A defined number of units designated as VIP units. (These units do not have to be in the Defender’s Army.)
   * //Army Requirements:// None   * //Army Requirements:// None
-  * //Requirements// A max number of rounds before the Defender wins.+  * //Time Limit// A max number of rounds before the Defender wins.
   * //Attacker Victory Conditions:// Rout ''%%X%%'' of designated VIP Units before the max number of rounds is reached.   * //Attacker Victory Conditions:// Rout ''%%X%%'' of designated VIP Units before the max number of rounds is reached.
   * //Defender Victory Conditions:// Prevent the Attacker from eliminating ''%%X%%'' of the designated VIP units before the max number of rounds is reached.   * //Defender Victory Conditions:// Prevent the Attacker from eliminating ''%%X%%'' of the designated VIP units before the max number of rounds is reached.
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 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. 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 ======+===== Heist =====
  
   * //Map requirements:// A defined line or area of tiles as the “Secure” Area on the Attacker’s side of the map and a number of Treasure Chests on the map.   * //Map requirements:// A defined line or area of tiles as the “Secure” Area on the Attacker’s side of the map and a number of Treasure Chests on the map.
   * //Army Requirements:// None   * //Army Requirements:// None
-  * //Requirements// A max number of rounds before the Defender wins.+  * //Time Limit// A max number of rounds before the Defender wins.
   * //Attacker Victory Conditions:// Steal from ''%%X%%'' of Treasure Chests and bring the stolen item to the defined Secure area on the map.   * //Attacker Victory Conditions:// Steal from ''%%X%%'' of Treasure Chests and bring the stolen item to the defined Secure area on the map.
   * //Defender Victory Conditions:// Prevent the Attacker from stealing ''%%X%%'' of the designated Treasure Chests before the max number of rounds is reached.   * //Defender Victory Conditions:// Prevent the Attacker from stealing ''%%X%%'' of the designated Treasure Chests before the max number of rounds is reached.