Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

SCENARIO GUIDE

Every game of Bloodfields is played with a scenario. Scenarios During the round, the goal is to perform the actions and
contain information about the battlefield’s setup, extra rules, execute a strategy that will grant the player Victory Points. The
and conditions in which Victory Points are scored, Each way to score them is different depending on the scenario.
scenario comes with a sheet on which you can keep track of
the points. Keep the sheet next to the battlefield and update the You can learn more about the scoring in the next chapter
values at the end of each round. (Scoring). Each scenario will provide a way to score the Victory
Points by referencing the methods from that next chapter or
Battlefield Setup introducing additional, unique ways to score.
The scenario can be picked by players or chosen at random.
Competitive games are held on a 30”x45” battlefield. However, a At the end of each round, players have to enter the Victory
smaller battlefield (20”x30”) or a custom size can also be used. Points that they have scored in the designated boxes on the
Prepare the game by placing Objectives and Terrain on the scenario sheet.
battlefield. 6”

Objectives Game Duration


Every scenario uses a different placement for the Objectives Each scenario is played for a pre-determined number of 15”
rounds
(Flags) that is featured on the scenario sheet. Place the Flags in stated on the sheet. In many cases, additional rounds are played
the predetermined position. Scoring the Objectives will grant depending on the result of a dice roll after the last round.
Victory Points. 7” 7”
For example, if a scenario’s duration is:
Terrain ‘5 Rounds. 6th Round on 5+.’
In each Scenario, you will find the sample setup for terrains. It means that
15”the players play 5 rounds and after the 5th round
You may use that preconstructed arrangement or create a they roll a D6. If the result on the die is 5+ (five or higher), the
custom setup that is accepted by both players. players will play one extra round. After that 6th round or if the
result on the die is 4 or lower, the game
Deployment Zone ends.
2 The result of6”this
For custom setup, we suggest that the terrain should take up a roll cannot be changed by any rerolls or dice modifying effects.
quarter of the battlefield before it is spread out. If the players
are unable to agree on the terrain arrangement, set all terrains When the game ends, players enter to the sheet the Victory
aside and have each player place one terrain on the battlefield Points for the last round and then sum up the Victory Points
alternately until every terrain is in the playing area. Terrain 6”
from all the rounds. The player with more points is the winner.
models cannot be placed closer than 3” from each other and
from the edges of the battlefield. Impassable terrain cannot be Alternatively, the game also ends when one of the players has
placed on the Objectives. Passable terrain can be placed on the 15”
no more alive units on the battlefield. In that case, the game
Objectives (in that case place the Objective in the terrain). ends immediately and that player loses the game.

Keep in mind that each terrain type provides bonuses or


7” 7”
disadvantages for units that are in it or behind it. Utilizing the
terrain is often crucial to success.

15”
Rosters
Before a game, each player has to prepare a roster that is a Deployment Zone 2 6”
list of all the units they will use in the game. For competitive
games, the rosters cannot exceed a 200 blood point cost limit.

Deployment
After the players roll for the Initiative, the game begins with
the deployment. Sample maps in the scenario sheets feature
the areas which are each player’s deployment zones. Typically,
these areas are located within 6” from the player’s edge of the
battlefield but may vary depending on the scenario.

Players, starting with the player who has the Initiative Token,
place one unit alternately in the deployment zone. Once all
units are deployed, the first round of the game begins.

Game Round
Each round begins with the player with the Initiative Token
choosing the starting player. Then, the players distribute
Inspiration Tokens to their units. Finally, the players alternately
activate one of their units until all have performed their turns.
Be sure to learn all the scenario rules on the scenario sheet that
may modify how each of these steps is performed.
SCORING

The player with more Victory Points at the end of the game will At the end of each round, every player that has at least one unit
be the winner. After each round, players should note the VPs located on every quarter of the battlefield gains 15 VPs. If a
they gathered on the sheet included with the Scenario. The VPs player has a unit on three quarters, he or she gains 5 VPs.
can be collected in a couple of ways described in this chapter
that are commonly listed as a way to score points in many If a unit is standing on the line between two or more quarters,
scenarios. Additionally, some scenarios will offer additional the player decides in which quarter that unit has presence this
specific ways to score VPs. round (but cannot choose both quarters).

Keep in mind that the scores are counted as the very last thing
in the round, after all ‘at the end of the round’, and ‘until the Scoring Missions
end of the round’ effects are resolved, and after all unspent As opposed to other scoring methods that are counted at the
Inspiration is discarded. end of each round, scenarios also offer missions that can be
finished once per game for additional VP. Most scenarios
feature the following missions.
Scoring Blood Points
Players score VPs equal to the blood point cost of each enemy First Blood
unit that was destroyed (including the cost of their items no The first player to destroy an enemy unit gets 10 VP.
matter if the items were used or not). This is the most common
way to score points featured in every scenario. Last Blood
The last player to destroy an enemy unit gets 10 VP.

First and Last Blood are scored only if one of the player’s units
Scoring Objectives destroys an enemy with an attack or ability. First and Last
In many scenarios, you will place Objectives (Flags) in the Blood do not trigger when a player destroys one of their allies,
predetermined spaces on the battlefield. Players will try to a unit destroys itself, is destroyed by DOT, Ruins terrain roll, or
accumulate their forces near the objectives in order to claim another neutral status.
them at the end of each round. Depending on the scenario,
claiming an objective will grant various amounts of VPs. Champion Slayer
Destroying the enemy unit with the highest cost in their roster
Objectives can only be claimed by units that are next to the grants an additional VP reward equal to half of that unit’s blood
flags. A unit is next to a Flag if it is in 3” from the edge of the point cost.
Flag’s base.
Keep in mind that every time you check a unit’s blood point
At the end of round, an objective is claimed by a player if: cost, it includes all items the units have purchased, even if they
• The player has at least one unit in 3” from it and the enemy are exhausted.
has none.
• If both players have units in 3”, but one of the players has at If the enemy has two or more units with the identical blood
least 2 units more next to it then the other player. point cost, destroying any of that units grants the Champion
Slayer VP reward. Champion Slayer can be scored once by both
At the end of round, an objective remains unclaimed if: players separately.
• No player has any units in 3” from the objective.
• Both players have units in 3” from the objective, but the The Victory Points are gained even if the unit was destroyed by
difference between the number of units is not higher than its ally, it destroyed itself, or was destroyed as a result of DOT.
1.

Players can claim multiple objectives in a round. Claiming an


objective does not exhaust it, it can be claimed again at the end Scoring Scenario
of the next round. In some Scenarios, players will be able to gain additional VPs
from specific Scenario objectives described on the scenario
Flag Model Rules sheet.
Flag models are virtual. This means that they do not block the
line of sight, that units can move through them, and that units
can finish their movement on them. In such situations, you
may temporarily remove a Flag model from the battlefield,
granting that both players are aware that the objective is still
virtually there.

Scoring Presence
In the scenarios that feature scoring the Presence, players
will be rewarded for spreading out their forces and occupying
multiple zones on the battlefield.

For the purpose of scoring Presence, the battlefield is divided


into four quarters by a virtual horizontal and vertical line that
cross in the middle.
VARIANTS

Players may decide to play a scenario with any number of


additional variants that modify the gameplay. Variants are
applied to provide an additional layer of challenge or balance.

GLORIA VICTIS VARIANT


Gloria Victis variant provides a comeback mechanic for the
player that is behind and prevents snowballing of the army that
is ahead on the battlefield.

Every time a unit is destroyed, the player whose unit was


destroyed sets aside a number of Inspire Tokens depending on
the unit’s cost.

• Cost less than 25 Blood Points - 1 Inspire Token


• Cost 25-50 Blood Points - 2 Inspire Tokens
• Cost over 50 Blood Points - 3 Inspire Tokens

At the beginning of round, players may distribute any number


of the set aside Inspire Tokens to their units along with the
regular Inspire Tokens generated. Tokens that were not
distributed may be distributed at the beginning of any following
round.

In the case of support units, only the first allied support unit
destroyed on each player’s side grants the extra Inspire Tokens.
When further support units are destroyed, no Inspire Tokens
are set aside.

At the beginning of the round, if both players have Inspire


Tokens set aside, remove 1 Inspire Token from each player until
one of the players has 0.

BOUNTY HUNTERS VARIANT


Bounty Hunter variant provides an extra level of Scoring that
promotes a more strategic approach, especially in the case of
armies that deploy a large number of supports.

Before the game, prepare an extra set of tokens or markers that


will be called the Bounty Tokens.

During the game, every time a unit destroys an enemy, place a


Bounty Token on that unit’s card.

Additionally, if a unit destroys an enemy that has acquired any


Bounty Tokens before, transfer all Bounty Tokens to the unit
that destroyed it.

If a unit is destroyed by an ally, by itself, by DOT condition,


Ruins terrain, or another neutral effect, all its Bounty Tokens
are discarded.

At the end of the game, gain 10 Victory Points for each Bounty
Token on your units.
BLOOD LINE
Description
The first competitive scenario. Players compete to claim the
three objectives in the middle of the board. A perfect entry- Sample Map 1
level clash.
Deployment Zone 1 6”
Setup
Place three Flags in an equal distance (15”) from the top and the
bottom edge. One in the middle, one 7” from the left edge, and 15”
one 7” from the right edge.

Scoring
• Blood Points 7” 7”
• Objectives - Worth 20 VP. Scored at the end of each round.
• Presence
• Missions: First Blood, Last Blood, Champion Slayer 15”

Deployment Zone 2 6”
Game Duration
5 Rounds. 6th Round on 5+.
Sample Map 2

Deployment Zone 1 6”

15”

7” 7”

15”

Deployment Zone 2 6”

PLAYER 1 TOTAL
#ROUND 1 2 3 4 5 6 SUM

BLOOD POINTS FIRST BLOOD

OBJECTIVES LAST BLOOD

PRESENCE CHAMPION SLAYER

PLAYER 2 TOTAL
#ROUND 1 2 3 4 5 6 SUM

BLOOD POINTS FIRST BLOOD

OBJECTIVES LAST BLOOD

PRESENCE CHAMPION SLAYER


WIDE FRONT
Description
With the alternative Deployment Zone areas, players need to
cover a larger area in order to succeed, with an option to claim Sample Map
an extra bonus for taking control of the Objective in the enemy
player’s starting area. Deployment
Deployment Zone 1Zone 2 6”

Setup
Place three Flags along with the diagonal, First 11” from the left 15”
edge and 7” from the top, Second in the middle, Third 11” from
the right edge and 7” from the bottom. Place two additional
flags in the Deployment Zones, 5” from each edge.
7” 7”
Scoring
• Blood Points
• Objectives 1, 2, 3 - Worth 20 VP. Scored at the end of each 15”
round.
• Objective X, Y - Worth 50 VP. Scored at the end of each
round, can only be scored by an enemy. Deployment
Deployment Zone 2 6”
• Presence Zone 1
• Missions: First Blood, Last Blood, Champion Slayer

Game Duration Deployment Zone 1 6”


5 Rounds. 6th Round on 5+.

Scenario Rules 15”


The scenario features an irregular location of the Deployment
Zones in the corners. When deploying units, make sure that the
units’ bases are entirely inside the Deployment Zone.
7” 7”
Apart from the regular Objectives (marked with 1, 2, 3) the
scenario features 2 additional Objectives (marked with X, Y)
worth more points. These Objectives are located in the players’ 15”
Deployment Areas.
6”
A player can only score the X or Y Objective that is located in
the enemy’s Deployment Zone. Claiming the Objective in their
own Deployment Zones does not grant Victory Points. However,
in order to claim the enemy Objective, players still have to meet
the claiming requirements at the end of round:
• Have 1 unit in 3” from the Objective while the enemy has none.
• Or, if both players have units in 3” from the Objective, have 2
more units next to it than the enemy.

PLAYER 1 TOTAL
#ROUND 1 2 3 4 5 6 SUM

BLOOD POINTS FIRST BLOOD

OBJECTIVES LAST BLOOD

PRESENCE CHAMPION SLAYER

PLAYER 2 TOTAL
#ROUND 1 2 3 4 5 6 SUM

BLOOD POINTS FIRST BLOOD

OBJECTIVES LAST BLOOD

CHAMPION SLAYER
VORTEX
Description
Objectives are unstable vortexes that randomly send away units
that claim them. Those brave enough to enter will have to be
Sample Map
prepared for anything.
Deployment Zone 1

Setup
Place two Flags in an equal distance (15”) from the top and the
bottom edge. First 12” from the left side, and Second 12” from
the right side.

Scoring
• Blood Points
• Objectives - Worth 50 VP. Scored at the end of the Round.
Teleport one claiming unit.
• Presence
• Missions: First Blood, Last Blood, Champion Slayer

Game Duration Deployment Zone 2


5 Rounds. 6th Round on 5+.

Scenario Rules Deployment Zone 1 6”


The scenario features regular Deployment Zones (6” from the
edge). The zones are divided into areas that will apply later
during the game. 15”

The objectives are claimed ordinarily. However, after a player


successfully claims an Objective, the player has to nominate
7” 7”
one of their units to enter the Vortex. The player has to choose
a unit that participated in claiming the Objective and has to
choose a non-support unit (if possible).
15”
After the unit is nominated, the player rolls a D6 and blinks
the unit to the area corresponding with the result on the dice. 6”
The unit has to be placed with its base entirely in the area and Deployment Zone 2
cannot be placed in combat. Before the roll, make sure that
each player is aware of which result represents which area.

In a situation when one players claims the first objective and


another player the second objective in the same round, the
player with the Initiative Token decides which player nominates
and blinks their unit first.

PLAYER 1 TOTAL
#ROUND 1 2 3 4 5 6 SUM

BLOOD POINTS FIRST BLOOD

OBJECTIVES LAST BLOOD

PRESENCE CHAMPION SLAYER

PLAYER 2 TOTAL
#ROUND 1 2 3 4 5 6 SUM

BLOOD POINTS FIRST BLOOD

OBJECTIVES LAST BLOOD


TRIAL OF HEROES
Description
In addition to regular objectives, units can sacrifice their blood
or inspiration to perform heroic deeds at the shrines that grant
Sample Map
additional score.

Deployment Zone 1
Setup
Place two Flags representing regular objectives in the middle 3”
from left and right side respectively, place two Shrines with HP
and INS symbols 13” from the left and right side respectively.

Scoring
• Blood Points
• Regular Objectives (1,2) - Worth 20 VP. Scored at the end
of each round.
• Shrine Objectives - Worth 30 VP. Scored only by sacrificing
blood or inspiration.
• Presence
• Missions: First Blood, Last Blood, Champion Slayer Deployment Zone 2

Game Duration
5 Rounds. 6th Round on 5+. Deployment Zone 1 6”

Scenario Rules
The Shrines marked with HP and INS are scored only in an 15”
alternative way.

When a unit is in 3” from the HP Shrine during its turn, it can


7” 7”
perform an effortless ‘Trial’ action to either:
• Lose 1 HP and score 30 VP immediately.
• Restore 2 HP.
15”
When a unit is in 3” from the INS Shrine during its turn, it can
perform an effortless ‘Trial’ action to either: 6”
• Discard 1 INS to score 30 VP immediately. Deployment Zone 2
• Gain 2 INS.

Each player can perform the ‘Trial’ only once per round next
to the HP Shrine and once per round next to the INS Shrine.
Performing the ‘Trial’ next to a Shrine does not prevent the
enemy from performing their ‘Trial’ next to the same Shrine.

PLAYER 1 TOTAL
#ROUND 1 2 3 4 5 6 SUM

BLOOD POINTS FIRST BLOOD

OBJECTIVES LAST BLOOD

PRESENCE CHAMPION SLAYER

PLAYER 2 TOTAL
#ROUND 1 2 3 4 5 6 SUM

BLOOD POINTS FIRST BLOOD

OBJECTIVES LAST BLOOD

PRESENCE CHAMPION SLAYER


LIGHT THE BEACONS
Description
By lighting the Beacons, allied forces are able to draw the
attention and favor of the Gods. Players will gain Victory Points
Sample Map
depending on how many Beacons are under their control at the
end of the round. If a player controls all five Beacons at any given
moment, the Gods provide them with an ultimate reward. Deployment Zone 1

Setup
One Flag located in the middle of the battlefield. Four remaining
Flags are located in the corners, 10” from each edge.

Scoring
• Blood Points
• Beacons - Victory Points scored at the end of the round
depending on the number of controlled Becoons:
• 1 Beacon - 10 VP
• 2 Beacons - 20 VP
• 3 Beacons - 50 VP Deployment Zone 2
• 4 Beacons - 70 VP
• Presence
• Missions: First Blood, Last Blood, Champion Slayer This scenario was created by Tom Reed. Winner of the first
edition of Bloodfields Scenario Contest.
6”
Game Duration
5 Rounds. 6th Round on 5+.
15”
Scenario Rules
While a unit is in 3” from a Beacon, the unit can spend 1 action
in order to Light the Beacon. When it does, place a control
marker next to the Beacon to represents which player controls 7” 7”
the Beacon.

The Beacon remains under that player’s control indefinitely. 15”


However, when a player Lights the Beacon that belongs to the
opponent, the marker is replaced with their control marker. The
control over a Beacon can be exchanged between the players any 6”
number of times in a round.

At any moment, if a player control all 5 Beacons, the game ends


and the player who controls the Beacons wins.

Units cannot Light the Beacons when they are in combat. A unit
cannot only Light a Beacon once per turn. Support units must
use 2 actions instead of 1 in order to Light a Beacon

PLAYER 1 TOTAL
#ROUND 1 2 3 4 5 6 SUM

BLOOD POINTS FIRST BLOOD

OBJECTIVES LAST BLOOD

PRESENCE CHAMPION SLAYER

PLAYER 2 TOTAL
#ROUND 1 2 3 4 5 6 SUM

BLOOD POINTS FIRST BLOOD

OBJECTIVES LAST BLOOD

PRESENCE CHAMPION SLAYER


PLAYER 1 TOTAL
#ROUND 1 2 3 4 5 6 SUM

BLOOD POINTS FIRST BLOOD

OBJECTIVES LAST BLOOD

PRESENCE CHAMPION SLAYER

PLAYER 2 TOTAL
#ROUND 1 2 3 4 5 6 SUM

BLOOD POINTS FIRST BLOOD

OBJECTIVES LAST BLOOD

PRESENCE CHAMPION SLAYER

PLAYER 1 TOTAL
#ROUND 1 2 3 4 5 6 SUM

BLOOD POINTS FIRST BLOOD

OBJECTIVES LAST BLOOD

PRESENCE CHAMPION SLAYER

PLAYER 2 TOTAL
#ROUND 1 2 3 4 5 6 SUM

BLOOD POINTS FIRST BLOOD

OBJECTIVES LAST BLOOD

PRESENCE CHAMPION SLAYER

You might also like