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Gotham City Campaign PDF
Gotham City Campaign PDF
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“
Finally, our vote has
named Bane as the ideal
candidate. With his diverse
skill set, he will attract the
best of the worst and bring
down Gotham City. His leadership
skills will allow him to build a team
of the worst criminals and meet
our expectations. What’s more, his
knowledge of and familiarity with Ve-
nom will be a major asset.
Your mission, then, is to bring him
back to Gotham City. Explain to him
that this is his best opportunity to
-once and for all- glut his vengeance
“ Yes, sir! I will leave
immediately for Santa
on the Bat-Family and take over the Prisca. I shall return with
city.” him, or not at all.”
AN ARRANGED MARRIAGE
The Narrow’s Chronicles: An Arranged Marriage expansion invites players to take on the roles of
villains during a narrative compaign consisting of four missions. Those rules take priority over the
core box rules.
I * COMPAIGN RULES...........................................................................................................................................................P.4
II * MISSIONS..........................................................................................................................................................................P.5
L _)
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CAMPAIGN RULES
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TEAM COMPOSITION
•--•-•---
In this campaign, the roles are switched. The villains’1
side plays using the turn structure of the heroes’ side.
The hero’s side plays using the turn structure of the
villain’s side.
The campaign is played with a team of three villains,
all of whom must be chosen at the beginning. It is not
possible to modify this team between two missions.
The villain team consists of the following:
-- First member of the team : Bane
-- For the second member of the team, you may
choose: The Riddler, The Penguin, or Scarecrow;
--~~
-- For the third member of the team, you may choose:
The Joker, Harley Quinn, or Two-Face.
~~~
During mission setup, a villain who has the command
L _ _ _ _ _ _j
skill must choose the tile indicated by the mission.
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4
AN ARRANGED MARRIAGE
P.7
PROLOGUES
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P.8
I A TOAST \
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: P.10
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ICING ON THE CAKE
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P.12
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THE BEST MAN’S BETRAYAL
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\ THE HONEYMOON IS OVER
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PROLOGUES
---•-----
f ON~lDEN1'lEt ·
BE CAREFUL to avoid spoilers during this campaign. Read ONLY the prologue of your current mission and ONLY
when prompted to do so.
_)
A TOAST P.8 ICING ON THE CAKE P.10
“I think you will find our new partnership to be perfect, “Despite the GCPD’s best efforts, the city has been
Bane. Your power, rage, and iron will, combined with running scared since we detonated the bombs. Others
our means and numbers will allow us to break Gotham have followed our example and have shown up as well.
City once and for all. But first, we must destroy the old The police are completely overwhelmed! And this is
to make way for the new. Once we’ve toppled these just the beginning, Bane. Now we must quickly finish
long-standing structures and shattered the stren- the Venom production. Once your mercs are able to
gth and spirit of the citizens, we shall build the city enhance themselves just like you, nothing will stand
anew—a city in our own image! I see your mercena- against us! The police are probably already on our trail,
ries have finished planting the explosives. Tonight we but they are nothing but flies against our might. Once
shall begin with City Hall. When this symbol of autho- the cargo is ready, we need only transport it to the
rity and order crashes to the street in a cloud of dust nearest hideout. From there we can begin distribution
and debris, Gotham City will fall to its knees. And, of and create an unstoppable super-human strike force.
course, the explosion will bring the GCPD in full force, Victory is near, but not yet at han—
leaving us free to enact the second phase of our plan. Ah yes, here they are now. Ready yourselves! Protect
And what do you know? They’re here already. Qui- the production lines and load the Venom for transport!”
ckly, we must prime the explosives and prepare for the
show…”
L _)L _)
“We managed to escape with the Venom, but the cops “After sorting the evidence, I managed to find one of
seemed to come out of nowhere. I smell a rat. Someone their nests. And this isn’t just any hideout; it’s a bank!
tipped them off! I don’t know wh— Not only will we glut our vengeance, we’ll also fill
Batman! The Bat is here! How does he know about this our pockets. As they say, money makes the world go
place? The Court and I are the only ones who knew of ‘round, so if we follow the money, we should be able to
this location! You! You betrayed me! You birds are gon- undermine their entire organization. First, we’ll drain
na pay!“ their accounts. Then we’ll gather information on all
members of the Court and expose them. Let’s see how
well they hide in the open.
“Quit your wailing, Bane. You served our interests well,
but you’re no longer needed. You can forget about my Of course, this won’t be a walk in the park. They know
troops; they belong to me once more. But I thank you we’re coming for them and that we’re low on time
for your hand in giving them an upgrade. Oh, and I and resources. Not to mention, the bank is guarded
would be careful. Now that Batman knows it was you full-time by the police. This may be our one chance to
behind the attack, he’s coming for you. You know how crush them before we end up with the entire city on
relentless he can be. Haha! Goodbye, Bane, and thanks our backs.
for all your help!”
The time for vengeance has come! Time to break
our enemies and take what’s ours!”
3rd
2nd
1st
3rd
2nd
END-GAME CONDITIONS
*Check
target lock
active
4 at the end of hero Turn 7, the game ends - the current step is
End-game Conditions 2 of turn 7
inactive *beentheneutralized
hero has managed to deactivate enough bombs - 3 bombs have
VICTORY CONDITIONS
*- fewerHERO:thanthe3hero has managed to prevent most of the explosions
bombs are primed
5 *destruction
VILLAINS: the hero has not managed to stop the complete
of the town hall - 3 or more bombs are primed
1st VILLAIN 9 2
5
BANE
x1 miniature
x3 miniatures
RIDDLE CANE
THE PENGUIN
x3 miniatures
x3 miniatures x1 miniature
STICK
SCARECROW
2nd
3rd
1st
2nd
3rd
6 END-GAME CONDITIONS
*Check
production
line at the end of villain’s Turn 7, the game ends - the current step is
working
End-game Conditions 1 of turn 7
stopped
*duction
the hero has managed to stop the Venom production lines - 4 Pro-
Line tokens are showing their stopped side
4 VICTORY CONDITIONS
*continued
VILLAINS: despite the hero’s efforts, the villains have fought them off,
production and retrieved the Venom - depending on which turn
the game ends, the villains take a number of Venom equipment cards
(see special rule “Collecting Venom”)
* HERO: the hero has progressed quickly and has managed to stop
the Venom production lines - 4 Production Line tokens are showing
their stopped side
10
1st VILLAIN 8 3
5
BANE
x1 miniature
RIDDLE CANE
x3 miniatures
THE PENGUIN
,. ,,. ,. . x4 miniatures
x1 miniature x4 miniatures
STICK
x2 miniatures
SCARECROW
3rd VILLAIN
•' ! , • • 1 1
THE JOKER
'.. ' -
.'. ''"
.- ....
6
•'
,-
Cl
~
1 t l
.. ,.1 ,
1 l 6 , ... " RESTART A PRODUCTION LINE: a villain in the same area
as a Production Line token with the ‘stopped’ side up can
restart the production line. To do so, they perform a com-
plex manipulation of difficulty 6. If successful, the pro-
SERVICE GUN,
' . ,- ' •a••
,- • • ,id '
duction line is restarted. To indicate this, the Production
Line token is turned over, ‘working’ side up.
DIRK
TWO-FACE COLLECTING VENOM: even as they are under attack, the
PREDEFINED TEAMS: the choice of friendly tiles for the villains try to retrieve the Venom. To do so, the villains
elite and henchman command skill of the 2nd villain is will receive Venom equipment cards at the end of the
already defined for this mission. game, the number of which depends on the turn the
The friendly tile for The Riddler, The Penguin and Scare- game ends:
THE JUDGE
crow’s command skills has to be the Owls with handgun. • If the game ends at the end of turn 2, they take 1 Venom
HARLEY QUINN card.
THE COURT OF OWLS’ CHEMISTS: the Hazmat Thugs are • if the game ends at the end of turn 3 or 4, they take 2
chemists employed by the Court of Owls. Venom cards.
No player can spend energy cubes during the Hazmat • if the game ends at the end of turn 5 or 6, they take 3
Thugs’ defense steps. Venom cards.
THE SMASHER At the end of the Declare Villains’ Stance step, one of • if the game ends at the end of turn 7, they take
the villains can activate all the Hazmat Thugs. To do so, 4 Venom cards.
the villain follows the Activate a Character Controlled by Venom cards retrieved this way are for
a Tile steps, with the exception that they cannot spend single use only. They are kept aside
energy cubes either for movement or for rerolls. and can be used during the next
missions of the campaign.
CONTINUOUS WORKFORCE: at the end of the Upkeep
Villains’ Start of Turn step of turns 3, 5 and 6, one of
the villains can bring in a Hazmat Thug miniature as a
reinforcement.
2nd
3rd
2nd
1st
3rd
END-GAME CONDITIONS
6 *Check
at the end of villains Turn 6, the game ends - the current step is
End-game Conditions 1 of turn 6
clue
*thetheCourtvillains have gathered enough clues to find the whereabouts of
of Owls - the villains have 6 Clue tokens
VICTORY CONDITIONS
3 *of Owls
VILLAINS: the villains gather clues, so they can attack a Court
hideout - the villains retrieve each Clue token they find
during this mission. These Clue tokens are kept aside. The villains
can use them in the last mission of the campaign
12
1st VILLAIN 8 3
5
BANE
x1 miniature
RIDDLE CANE
x4 miniatures
r,t , ,
THE PENGUIN
, .~, . x4 miniatures
' 1 J
x4 miniatures
STICK
SCARECROW
1 3 REINFORCEMENT POINTS PREDEFINED TEAMS: the choice of friendly tiles for the
elite and henchman command skill of the 2nd villain is
already defined for this mission.
The friendly tile for The Riddler’s command skills has to
THE REAPER
•' ..., a I r • 1
be the Riddler’s Gang with handgun.
3rd VILLAIN ... The friendly tile for The Penguin’s command skill has to
• t '.
.
' ' •• ' • ,C'
.
~
. ....
\4 -· ,4 1 1
be the Thugs with firearm.
' -- .. . '. .
.. .. ..
THE JOKER _, The friendly tile for Scarecrow’s command skill has to be
,.Ill , ...
,. ' ,..
..., '
, the Hazmat Thugs.
.. . .-..
,. 1 ., • ' • • .,,.
SERVICE GUN, ..
.. ,-
,1
'
• -,, '
.- ..... . . , ' 1
token can attempt to find it. To do so, they perform a
complex thought of difficulty 6. The investigation skill
DIRK
TWO-FACE
.. .. ..... is taken into account. If successful, the villain finds the
clue. To indicate this, they remove the Clue token from
..., ,
. ....
....
'
, '
1 1 if (
the board and place it next to their villain board. This
token will be used for the mission 4.
THE JUDGE,
., .. . ., •
..
,....
..1 ~ •••
the campaign.
....
THE SMASHER,
BOOTS
..
2nd
3rd
1st
2nd
3rd
END-GAME CONDITIONS
5 *is Check
at the end of the villains Turn 8, the game ends - the current step
End-game Conditions 1 of turn 8
*been hacked
the villains have hacked into enough computers - 4 computers have
VICTORY CONDITIONS
3 *thanHERO: the hero has managed to defend their assets - fewer
4 computers have been hacked
*and VILLAIN: the villains have wiped out the Court of Owls’ finances
exposed them - 4 computers have been hacked
14
1st VILLAIN 9 2
5
BANE
C4 CHARGE
x4 miniatures
x4 miniatures
RIDDLE CANE,
BLUETOOTH HEAD
SET
THE PENGUIN
x4 miniatures
x1 miniature
MULTIFUNCTION
UMBRELLA, STICK x4 miniatures
SCARECROW
1 4 REINFORCEMENT POINTS The friendly tile for The Penguin’s command skill has to
be the Thugs with firearm.
The friendly tile for Scarecrow’s command skill has to be
THE REAPER, the Hazmat Thugs.
FEAR GAS 2 4 REINFORCEMENT POINTS + RESURRECTION:
3 VILLAIN
rd this event can only be used if Talon’s tile is in 1
HACKING: a villain in the same area as a computer can
the river. access the servers of the bank. To do so, they perform a
1
THE JOKER ......., The hero stands the Talon miniature upright
and returns the corresponding tile in the
complex thought of difficulty 6. The hacking skill is taken
into account. If successful, the computer is hacked. To
J 1 •If t 1
river, un-neutralized face up. They then place indicate this, the computer token is removed from the
the Talon LP marker on 3. Talon is no longer board.
neutralized.
SERVICE GUN, CLUES: a Clue token earned by villains during mission 3
DIRK
TWO-FACE
.. . ...• , ... .. , If'.,
of the campaign can be used by any of them, when they
perform a complex thought in the same area as a com-
. ... . . ..,....,•" ..
.. ,
• ..
, -,
. - ... puter. The Clue tokens can be used in two ways:
Il
' '
. ,. ·~ .. - the villain can use the clues to get into the computer.
.. • .. • . ..
,. ... ...., ...... ..• .
,, To do so, they discard a Clue token and can reroll a die
during the roll for the thought action. This operation
THE JUDGE,
THE JUROR
HARLEY QUINN .. . . ,,
~.. ,. ..1 1 • 1 •
can be repeated as many times as desired.
- the villain can enter into the computer’s database. To
1
," •
• .,1
, . , do so, two Clue tokens are discarded and a success is
added to the total of successes during the Calculate
the Number of Successes step. This operation can be
repeated as many times as desired.
THE SMASHER TALON: when Talon is neutralized, the hero places the
BOOTS miniature on its side, in the area, instead of removing it VENOM: a Venom card earned during mis-
from the board. The Talon tile remains neutralized, but sion 2 of the campaign and still held by
his size and menace are no longer taken into account. the villains can be used by any one
of them during their activation.
PREDEFINED TEAMS: the choice of friendly tiles for the When a villain uses a Venom
elite and henchman command skill of the 2nd villain is card, they benefit from the
already defined for this mission. pushing limits skill level
The friendly tile for The Riddler’s command skill has to be 2, for the duration of
the Riddler’s Gang with handgun. the current turn.
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