This document provides the background and special rules for an Age of Fantasy opening duel mission. Key points include:
1) Before the game, players alternate placing 6 objective markers inside and outside their deployment zones.
2) An opening duel is fought between one hero from each army before deployment. The winner scores 1 VP and their opponent suffers -1 to morale.
3) Special rules include seizing objectives for VPs each round, removing enemy objectives for extra VPs, and outflanking and continuous battle reinforcements.
This document provides the background and special rules for an Age of Fantasy opening duel mission. Key points include:
1) Before the game, players alternate placing 6 objective markers inside and outside their deployment zones.
2) An opening duel is fought between one hero from each army before deployment. The winner scores 1 VP and their opponent suffers -1 to morale.
3) Special rules include seizing objectives for VPs each round, removing enemy objectives for extra VPs, and outflanking and continuous battle reinforcements.
This document provides the background and special rules for an Age of Fantasy opening duel mission. Key points include:
1) Before the game, players alternate placing 6 objective markers inside and outside their deployment zones.
2) An opening duel is fought between one hero from each army before deployment. The winner scores 1 VP and their opponent suffers -1 to morale.
3) Special rules include seizing objectives for VPs each round, removing enemy objectives for extra VPs, and outflanking and continuous battle reinforcements.
When mighty heroes meet for the first Before deployment, players have to set Opening Duel: Before the game begins, time, they sometimes challenge each up a total of 6 objective markers. players must each pick one of their other in bloody duels, which can change heroes to fight in a duel. The players The players roll-off to see who goes first, the fate of battle before the main fighting roll-off to see who goes first, and then and then alternate in placing one has even begun. the heroes alternate in attacking each objective marker each inside of their other as if they were in melee, until one The Battlefield deployment zone, and the rest outside of of the heroes is killed. The winner scores it, at least 9” away from other objectives. For this mission you’ll need a 6’x4’ table 1 VP and must then deploy the hero with at least 10-15 pieces of terrain on it. At the end of each round, if a unit is normally (including any wounds taken), within 3” of a marker whilst enemies whilst the loser’s army gets -1 to morale The Armies aren’t, then the objective is seized and rolls for the first D3 rounds. For this mission you’ll need two armies remains seized even after leaving. Despoiler: Whenever a player seizes an of equal point cost, and each army must Wavering units can’t seize markers, and objective marker inside the enemy have at least one hero. if units from both sides are contesting a deployment zone, they may remove it marker then it becomes neutral again. from play and score 3 VPs. Deployment At the end of each round players get Continuous Battle: At end of each The players roll-off, and the winner 1 VP for each objective marker they round, players may deploy one of their picks zone A or B to be their deployment seized, plus 1 VP if they seized more non-hero units that was destroyed zone, with their opponent taking the markers than their opponent. anywhere within their deployment zone. opposite. Then the players alternate in placing one unit each within their Players also get 2 VPs if they destroyed Outflank: Before deployment begins deployment zone, starting with the the hero that won the Opening Duel. players may select up to 3 of their units player that won the deployment roll-off. to act as their reinforcements. At the Starting from the end of round 4, players start of each round after the first, players First Turn must roll one die at the end of each may place any of their reinforcement round, and on a 4+ the game continues. The winner of the Opening Duel gets the units anywhere within 6” of a short table first turn. The game ends once a 1-3 is rolled, and edge, and over 9” away from enemy the player that scored most VPs wins. units, starting with the player that finished activating first.