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Scenario Guide
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”
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.
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.
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 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
PLAYER 2 TOTAL
#ROUND 1 2 3 4 5 6 SUM
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
PLAYER 1 TOTAL
#ROUND 1 2 3 4 5 6 SUM
PLAYER 2 TOTAL
#ROUND 1 2 3 4 5 6 SUM
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
PLAYER 1 TOTAL
#ROUND 1 2 3 4 5 6 SUM
PLAYER 2 TOTAL
#ROUND 1 2 3 4 5 6 SUM
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.
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
PLAYER 2 TOTAL
#ROUND 1 2 3 4 5 6 SUM
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.
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
PLAYER 2 TOTAL
#ROUND 1 2 3 4 5 6 SUM
PLAYER 2 TOTAL
#ROUND 1 2 3 4 5 6 SUM
PLAYER 1 TOTAL
#ROUND 1 2 3 4 5 6 SUM
PLAYER 2 TOTAL
#ROUND 1 2 3 4 5 6 SUM