The Market of the Horn - blitzThis Alarig fellow might not have seemed very impressive at first, but in the end he played us well and managed to get out of sight. At that moment we had lost all hope of retrieving the artifacts he’d discovered. Judging by the number of people tracking him, his findings must be worth an inspiring amount of Daomings.
We were very uneasy about returning home empty-handed and having to justify our failure to the magistrate who gave us the mission. Captain Lu-Pan Chi was especially unhappy about that. Rumor had it that he would have been granted land and title if we’d succeeded.
At that moment our chances of finding the Avalonian scoundrel looked as thin as a lady’s veil in the Flower District of Xì Yì.
But Dao be praised, sometimes luck is on our side. While marching back to Xì Yì, we halted at the renowned Market of the Horns before taking the path through the Monkey Woods. And what did we see there? Our pal Alarig, casually sipping expensive nectar in a tavern. Our troops instantly ran forward to catch him and seeing us charge with weapons at the ready, he took off again quick as a rabbit.
We gave chase through the whole market; crossing through the shops and bumping into people. The smell of cooking food was everywhere and quite hard on our empty stomachs – it definitely didn’t help us focus on the pursuit.
Finally we managed to narrow the distance that separated us from him; an afternoon spent drinking in the sun certainly didn’t leave him in peak condition.
Regardless, we were about to close in on him when a group of cloaked figures grabbed him. In less time than it takes to say it, the rogues robbed him, smiled and disappeared as quickly as they’d arrived.
Our prey was exhaling his last breath in a series of bloody bubbles when we caught up to him. The only words we managed to understand were "…arggg ...is ...lodge ..."
Militia-lancer Yù Ban during an evening at the Inn of the Tortoise
Setting up the Battlefield
1) This scenario is intended to be played on a 24”x24” table. Players determine their table side.
2) The players then define the gaming areas:
The table is divided into 9 different areas rated from A to I.
These areas are each 8x8 inch and they are positioned either side of the center line (D, E and F areas are positioned astride the median line)
3) The players must then place 6 scenery elements (recommendation about the size of a playing card) according to the following rules:
- Scenery elements cannot be placed less than 3 inches from any table edge, objective or other scenery element.
- The players alternate placing the scenery elements. Randomly determine which player places the first scenery element.
4) The players then place 3 Alchemical Component markers with the following constraints:
- The markers must placed on a scenery element, at least 4 inches away from any other marker.
- The players place 1 of their markers in their table half, and 1 in their opponent's half. The players place the Alchemical Component markers alternately, one at a time, starting with the player who not place in first scenery element. The remaining marker can be placed in his own half table or opposing half table.
- All components MUST be placed on the table.
Both players deploy their miniatures in their respective deployment areas.
The players alternate deploying all the miniatures from one card at a time.
The player with the most cards starts. If both players have the same number of cards, the loser of an opposed Mind roll deploys first.
1) The first player who scores 20 victory points win. If at any time, both players manage to get 20 or more victory points in the same round or one player has no living miniatures, the result is a draw.
2) Maximum number of VP to win: 34
3) During the End Phase of each round, each player adds up the Action Points value and recruitment points of all miniatures in an area. The player with the higher total of Action Points AND recruitment value controls the area. If both players have the same total, neither one counts as controlling the area.
Value of the Areas:
- 1 VP for area near deployment zone (A, B, C for yellow area, G, H, I for green area)
- 2 VP for central area (D, E and F)
- 3 VP for area near opposing deployment zone (G, H, I for yellow area, A, B, C for green area)
If a miniature ends its Activation on two or more areas, the player of the miniature decides which area the miniature is on. A miniature On the Watch that is reactivated can choose to change its area.
Download as PDF file