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obsidian:officers-chess:writing_scenarios [2022/07/20 18:33]
willowlark
obsidian:officers-chess:writing_scenarios [2023/01/27 09:26] (current)
willowlark
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   * //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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   * //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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   * //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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   * //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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   * //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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   * //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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   * //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.