Treasure Island! A Blood & Plunder Multiplayer Intro Scenario

 

Over the past weekend, Nick and I attended the Siege of Augusta Wargaming convention in Augusta, GA to help out the Firelock Games crew. During the event Nick was testing out a new scenario that we will be using at our FLGS Giga-Bites Cafe on February 10th and I had the opportunity to run a multiplayer teaching scenario called Treasure Island using my new Caribbean Island board.

There has been quite a bit of demand for me to post the rules for others to use so here you go!

TREASURE ISLAND
Treasure Island is a fun, light-hearted scenario designed to teach up to six people the basics of Blood & Plunder in a single sitting. Each player will be given a 4-man unit of long guns and a 4-man unit of sailors. Here is what is recommended:

Spanish: 4 Corsairos, 4 Marineros
English: 4 Freebooters, 4 Sea Dogs
French: 4 Filibustiers, 4 Marins

For this scenario, there will be no commanders or Force specialty rules, just what is listed in the model entry.

Game Materials Needed
1:  4×4 Water/Ocean Mat.
2:  Multiple island or hill terrain pieces that can act as islands that will fill up approximately 50% of the board.
3:  Jungle/woods terrain and appropriate scatter terrain to help fill in the board.
4:  One longboat with a Swivel Gun
5:  Enough dice to pass around the table. 12 is enough to cover most players.
6:  One single deck of cards.
7:  8 Milicianos Indios models for the hostile locals.
8:  8 Treasure Markers. These should be approximately 25mm to 30mm. A standard figure base will work for these.

Set Up
Place the longboat in the center of the board. Place the island pieces on the board, leaving approximately 6-8 inches of water between each island piece. Place the terrain on the island pieces as you see fit. Place the 8 Treasure Markers on the island pieces at least 8 inches away from a board edge and try to leave at least 6 inches between each Treasure Marker. Do your best to spread them out. Deal each player one card per unit (2 cards).

Deployment
Each player will spread out around the four sides of the table and deploy their units one card length in on the board (approximately 4 inches). Try to make sure that they are appropriately spaced out. Game play will then continue as normal.

Special Scenario Rules
Unknown Lagoon: Models will move through the water and treat it as difficult terrain. They will be able to make standard Shoot Saves. If a unit ever becomes Shaken while in the water, the unit drowns and is removed from the table. While in the water, units cannot fire muskets. Bows and Pistols can fire normally.
Digging Up The Treasure: any unit may spend one action while at least one model is in base contact with a Treasure Marker to dig it up and carry it. Any unit that carries the Treasure Marker will be moving at -1 inch per action point unless the unit with the Treasure Marker is in the longboat. The moment they dig it up, roll 1d10 and consult the chart below.

Roll:  Result
1-3:  Angry Locals: Place a 4 model unit of Milicianos Indios approximately 10 inches away from the unit that just dug up the Treasure Marker and make one Shooting Attack against that unit.
If there are 2 units of Milicianos Indios on the board then nothing happens.
5-8:  Small Treasure Pile: Getting this Treasure Marker to the board edge will score 5 Points.
9-10:  Large Treasure Pile: Getting this Treasure Marker to the board edge will score 10 Points.

Any unit may choose to drop a Treasure Marker at any time to move normally. If a unit is removed from the table while holding a Treasure Marker it will be placed in the center of where the unit was. If a Treasure Marker is dropped in the water then it will take 2 Actions to pick it up.
Angry Locals: Once the Milicianos Indios are deployed on the board they will receive one card per unit for initiative and activation. When they activate, they will focus on attacking the closest unit holding a Treasure Marker. If there are no units holding a Treasure Marker then they will attack the closest unit.
Reinforcements: When a unit is removed from the board it will re-deploy on any board edge of the player’s choosing at the beginning of the following round before initiative cards are handed out.

Scoring
Removing an enemy model from the board with a Fight or Shoot action: 1 point/model.
Getting a Small Treasure Pile to the board edge: 5 Points.
Getting a Large Treasure Pile to the board edge: 10 Points.
The player with the highest score at the end of the game wins.

Ending The Game
This will be up to the organizer but it is recommended that the game last 6 to 8 rounds in total.

 

And there you have it!  One pirate-filled scenario ready to be run at any convention or game store!

Until next time,

-Tim

Facebooktwittergoogle_plusredditpinterestmail

Tales of the Lost Isles

There are a few words in the English language that always throw me for a loop. I just look at them, and it takes me a few seconds to fully process what the word means, how it is pronounced, and how to leverage it. I suspect this is because I tend to read words to myself with an inner voice; that is, I say the word in my mind as I read it. “Apotheosis” and “conscious” are examples of this. Even when the concepts are simple, or the words are common, it’s just a relationship I have with language that I find myself paying special attention to certain words.

I suppose being harassed about your accent as a child will do that to you. When you’re the only one from the hills of Tennessee in your family, people tend to point out your pronunciation. Something else about Tennessee is that you don’t have many island chains, so you don’t really get the opportunity to say the word “archipelago” in common discussions.

To hear of an upcoming release of a new setting and ruleset for Frostgrave was thrilling. To find out I had a copy waiting on me made me ecstatic. To discover an additional book — I nearly swooned. To realize I was going to be bombarded by one of “Those Words” because of the inherent setting, well… guess I needed the practice.

The release of the ruleset for Frostgrave Ghost Archipelago is to be supplemented by a collection of short stories, “Tales of the Lost Isles,” a set of nine short stories and one in-game scenario totaling around 300 pages of swashbuckling wonder. The line-up for the authors is impressive. If you’ve read anything from a variety of sci-fi and fantasy settings, you are probably going to recognize at least a few of the authors. This familiarity is going to give you a variety of styles and tones to delve through, while leaving open the potential to expose you to someone you may not have previously read.

The stories are self-contained, and most are easy to parse. One author has a way with words that makes my head spin a little, and I forgot the beginning of the sentence by the time I got to the end. Others flow more smoothly from beginning to end.

The only thing that connected each story was the setting, the fabled Ghost Archipelago. A swath of the map that draws anyone looking for fame, fortune, or power. This draws a variety of swashbucklers, magic slingers, souped-up super-types, and the poor shmucks that get hired to do whatever the previous three don’t want to do. The folks that get drawn out to explore the Ghost Archipelago are drawn from the world of Frostgrave. Even if you aren’t already familiar with that universe, you’ll find analogues to knights, crusaders, general fighters, thieves, and wizards. Whether or not you have spent time in Frostgrave and its inhabitants, it is incredibly accessible. Almost any fantasy fan will find ways to connect to the environment and its motley inhabitants.

Unfortunately, that familiarity can be one of its downfalls as well. It is so easy to find connections that it can begin to feel lackluster. When looking at the world, a fighter is a fighter and a wizard is a wizard, and the special wrinkles that make the setting matter get a little lost. The collection is an attempt to shed some light into this world, where many tabletop gamers throw warbands against each other in a constant struggle for power. The authors all have the power and ability to invoke certain images to mind with their writing, and they’re mostly very effective. There are specific examples I still visualize and wouldn’t mind seeing a scenario written for them. One of my favorite moments in the collection is a character receiving a letter from someone in a location from the original Frostgrave collection. More of those tie-ins would have made for a stronger collection, and there wasn’t much else that pulled this series into line with the greater world. Absent that connection, everything felt isolated. This will be fine for folks not looking for incredible depth in that world, but for those who are seeking more, you might find yourselves disappointed. That said, because there isn’t much world content for this mysterious place, fans will probably be willing to take whatever they can get.

One of the series’ strengths is its variety of perspectives. You are not always following the most obviously powerful person in the pack. You also get to see a variety of magic users you might recognize from the rulebook. Although I was disappointed they didn’t get to shine a bit more. Out of the 5 “branches” of magic possible, some felt over-represented and some didn’t get much of a spotlight. It seemed that the writers were trying to represent every possible type of participant as best as possible, and they were effective.

Overall though, it’s a series of quick, pulpy, pirate-filled adventures focusing on a variety of characters from this universe. For fans of Errol Flynn movies, Indiana Jones types, scrappy seat-of-their-pants survivors, or any similar specimen, this is a worthwhile and entertaining read.

 

 

Facebooktwittergoogle_plusredditpinterestmail