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The Little Green Alchemist pt3: Leprechaun

After acquiring both parts of the experimental formula, you come across an old traveler offering up lost tales for a bit of food and drink. He spins a tale of a felon baron and his followers from a time long lost and how one man, an alchemist by the name of Noknai Sheega was sent away to the Temple and never seen again. A fell breeze rustled in the leaves at the mention of the name and the storyteller continued with his tail of tortures and experiments gone wrong, until one day when Noknai Sheega decided to get back at his torturers and secretly took to performing experiments on himself in an attempt to escape. His attempts to become invisible failed. He only succeeded at reducing his size, but soon learned he could make invisible jumps in short distances. Trying to master the use this ability soon destroyed his sanity. After taking revenge on his captors, he turned to the lands nearby and the people of Avalon to taunt and haunt - living only for revenge....and to find the ingredients for a secret formula rumored to return him to power...

Setting up the Battlefield

This scenario is intended to be played on a table measuring 48” by 36”.

The players must place at least 8 scenery elements with the following constraints:
- Each scenery element must be placed at least 3” from any table edge, objective, or any other scenery element.
- The players alternate placing one scenery element. Roll a die to see which player starts.

The players then define the gaming area:
The table is divided in two, lengthwise.
Each deployment area is 13” from the center line of the table.
The players then place five markers: one at the middle of the center line, two on the median line, 8" from the center and the last two perpendicular to the median line, 8" from the center. These markers represent the possible locations of the disfigured Alchemist Noknai Sheega.
The players then roll to determine on which side of the table they will deploy.

The players then place 8 Alchemical Component markers with the following constraints:
- The markers must placed on a scenery element
- They must be at least 5 inches away from any other Alchemical Component marker.
- The players place 2 of their components in their table half, and 2 in their opponent's half. The players place the Alchemical Component markers alternately, one at a time, starting with the player who did not choose the side.
- All components MUST be placed on the table.

Deployment

The players alternate deploying the miniatures from one card at a time in their respective deployment areas.
The player with the most cards starts.
If both players have the same number of cards, the one with the highest Mind value starts.
If both players have the same Mind value, randomly determine who starts.

Victory Conditions

The first player to reach 12 Victory Points at the end of a turn wins the game.
If both players manage to get 12 or more victory points in the same turn, the result is a draw.

If at any time, one player has no living miniatures, the result is a draw.

If Noknai Sheega is killed, the game ends immediately and the player with the highest VP is the winner.

Special Rules

Starting at the end of turn 1, one player rolls a white dice. Place a suitable miniature representing the disfigured Alchemist Noknai Sheega at the location corresponding to the number rolled and activate him.

At then end of each subsequent turn, after Noknai Sheega activates, one player rolls a white dice. Move Noknai Sheega to the location that corresponds with the number rolled. No disengagement roll is required.

The disfigured Alchemist Noknai Sheega is considered to be Neutral and is activated after all other miniatures have finished activating. The experiments performed on him have taken away his ability to complete formulas and he may not harvest components from the scenery elements. His Coin Ranged Attacks target the closest miniatures to him. If there is a tie for closest miniature, randomize which miniature is targeted. When charged, the non-active player takes the role of Noknai Sheega for the close combat and may choose to Attack, Parry or go Inactive as normal. Noknai Sheega will not move unless specified by one of his abilities.

If this scenario was played along with the first two in a story line fashion, the following rules apply:

If the winning player of scenario 1 has a miniature in base contact with the disfigured Alchemist Noknai Sheega after his activation ends, once per game, they may choose to bribe him into not switching locations as above.

If the winning player of scenario 2 has a miniature in base contact with the disfigured Alchemist Noknai Sheega after his activation ends, once per game, they may choose to bribe him into not switching locations as above.

The profile and special rules for the disfigured Alchemist Noknai Sheega are included below.

Gaining Victory Points
At the end of the turn, each player scores a number of victory points depending on the number of DAM they inflicted upon Noknai Sheega (note - excess DAM is not counted):
- 1-2 DAM: 1VP
- 3-4 DAM: 2VP
- 5+ DAM: 3VP
- Bonus: The player who manages to Kill Noknai Sheega: +4VP