Ooof, schedule slip. Well not really, I don't keep a schedule. Tabletop conquering is a thing that takes it own time (and money, and shelf space).
Now this is where the real gimmick of the scenario set comes into to play. The basic idea is instead of one or two domain cards in play the whole game, things start going a little crazy. What could make your army's day this turn could become their downfall the next. There are some ground rules in place to keep things from getting completely wrecked while a game is in progress.
Nerdicus Campaign Special Rule: Wild Magic! -- Each player creates a small deck of domain cards of certain types. For example, five (5) domain cards of the Weather type and two (2) domain cards of the Catastrophe type. These need to be shuffled and somehow opaque and unmarked from the reverse (the side that doesn't have the rules text) so I suggest card sleeves with an opaque backing, like the 'standard' ones for MTG. At the beginning of the first player's command phase, each player shuffled their deck and draws a domain. Any domains that are cancelled are returned to the owner's deck, the deck is shuffled again and a new card is drawn. These domains are active until both players have had two complete turns. After these turns, the domains are cancelled. At the beginning of the next command phase, each player draws a new domain card from their deck, and both players return the cancelled domains to their deck and shuffle (e.g. both players have had two full turns, so the Darkness domain you put into play is cancelled, you draw a new card, put it into play, and then the Darkness domain card is returned to your deck and the deck is shuffled). This process repeats once every player has two full turns until the end of the game.
So there you have it, the central conceit of the Nerdicus campaign: Everything is a state of flux, and both sides have to adapt in the fly. I admit that this can be somewhat clunky the first few goarounds, but play nice and bull through it and you may have a new favorite homebrew rule. And don't do what I did back in the mists of time and play decks of 30+ domain cards without trying things out first. It was a complete mess.
And now for the scenario itself. Things are getting bigger...
Return to Nerdicus Scenario 3 -- Wild in the Streets
Well, this is just going so well. Got out of that crazy fire zone by the baked skin of out teeth. The other bunch wasn't quite as lucky, but now they're more pissed than anything. That idiot wizard is still hassling us both, yelling about "welcome to warp zone," or some nonsense like that. The boss is getting twitchy, but so's the rest of us. Strange stuff is going on all around us. Snow dropped out of nowhere, lightning blasting at random, nice noontide sun...in the dead of night! I don't know what we expecting, but this madness wasn't it. And now the other poor sods have showed up for another dance, and there's more of them this time...
Rule Set: Mage Knight, Vintage, Conquest
Army Size: 1200 points
Special Rules: Wild Magic! 5 Weather domains and 2 Catastrophe domains
Setting the Scene: Place terrain as per the standard rules, players may use Faith and Location Domains if desired.
Victory: Per the standard Conquest rules.
A blog about a nerd returning to one of his old favorite games, Mage Knight. Expect lots of babbling about old lore, crazy dice rolls, and the occasional battle report,
Tuesday, September 29, 2020
Return to Nerdicus -- Scenario 3
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