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The Intrigues of Bab-el-Assad - blitz

Bab-el-Assad is the port of registry of the Company of Ambers, led by Dahlia Ibn Malikh. For several cycles, the main shareholders of the company, including Dahlia herself, have been competing in a race for power. Those shareholders are trying to increase their influence on the company by buying out shares from lesser shareholders at all costs. The latter are pressured to sell on a regular basis. These intimidations are often exerted by other small shareholders who want to buy their safety by winning the favor of the powers that be.


“Pretending submission to the powerful does not prevent us from frying bigger fish." Hwari Ibn Khalid argued to his associates, Fuad Ibn Khalid and Adiba Ibn Malikh.”

He and his acolytes were going to the plenary meeting of the shareholders of the Company of Ambers. They were walking through the narrow streets of the district, confident in the future, as much from their new power as the presence of their bodyguards. During this cycle, they had increased their influence within the company by convincing extremely minor shareholders to entrust them with their shares. Convince and entrust were the words which the three used, but the point of view of the ones ‘convinced’ might have been different.
The three fellows planned to act as one to support the one who would prevail in the struggle between the main shareholders, whoever he might be. Beyond the company, Hwari had even managed to draw the interest of a sheik, who was currently accompanying them.
Greedy and thirsting for power, Hwari now advocated tackling more important shareholders. As he was about to convince his allies with his piercing rhetoric, fate seemed to assist him with the appearance of a new character. At the end of the street, the three accomplices recognized a big fish, the wealthy and voluminous Ghani Ibn Malikh. Ghani was only accompanied by some humans in black robes armed with simple spears, conversing with a man dressed in red. He seemed to have been placed in the three partners' path by fortune herself: near defenseless, some hundred yards away from the plenary meeting, a few minutes before its opening. In the business domain, the three associates fiercely believed in signs of providence - a belief which had often led them out of the narrow confines of morality. In a moment, without exchanging a word, they agreed.
The big fish saw them and greeted them with a calm and respectful gesture of his hand. They answered with the same gesture tainted with nearly ridiculous hypocrisy. Ghani disappeared behind a house.

Hwari addressed the sheik: “Noble Araoui, you, whose oratory talents are praised, would you please do me the honor of convincing our friend Ghani Ibn Malikh to entrust us with the management of his shares in the Company of Ambers? They will be precious for the support you require from us.”
Araoui Ibn Khalid hated Hwari, but hoped to use his influence to allow Aurloks into the Company of Ambers. Until now, it had seemed to him that he was wasting his time, if not sullying his own reputation. Nevertheless, the fact that Ghani Ibn Malikh was no more reputable than Hwari spared his conscience. He set off towards the big fish, accompanied by two ghulams as extra arguments, but intending to settle the matter without bloodshed.

Hwari was having some difficulty containing his joy in anticipation of the upcoming acquisition, but he was suddenly assisted in doing so by poor Fuad who collapsed dead at that moment, killed by two missiles. Before he could wonder where the shooters were, he noticed two of Ghani's men in black approaching. They visibly had the firm intention of convincing him. Already, Adiba had honored the Malikhs' reputation for swiftness by disappearing noiselessly.
“Hold them back!” ordered Hwari to the two jarayas who had remained near him.
The men in black's initial onslaught on the unprepared bodyguards was brutal. As the jarayas position deteriorated, Hwari retreated while watching the fight. Walking backwards, he collided with someone.
As he turned round, he faced something so far beyond his understanding that it took him a moment to identify it. It was the most hideous thing he had ever seen (but only because he had never visited the Kingdom of Avalon). He needed some time to determine that it was a face; the face of a man pierced by enormous roots and that face was alive, unless it was an enormous root grown in mockery of a face. It took him another second to realize that parody of a face was looking him straight in the eye and smiling. It was more of a fixed grin, on second thought.
But Hwari had no time for second thoughts. He felt a searing pain through his abdomen and did not need to look down to know that a blade was stuck in his belly. Swaying from the pain, he fell to his knees. He started to cry, as much from the pain as the fact that he could now see the creature entirely.
Much of its body was plant-like. What contributed most to identify it as human after all, were its armor suit and apparel: a tabard displaying its coat of arms - Or, a key sable fesswise.
Despite the pain which clouded his sight, Hwari perceived that the creature, using the one of its hands which was still human, was holding something out for him: parchment and a quill.

Only minutes after dreaming of bigger fish, Hwari Ibn Khalid had entrusted someone more convincing with all of his shares in the Company of Ambers.

Setting up the Battlefield

1) This scenario is intended to be played on a 24”x24” table. Players determine their table side. Deployment areas are up to 9 inches from the midline.

2) 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.

3) 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. Their warband includes a card with three shareholders, which are deployed like the rest of the warband. 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.

Victory Conditions

1) The first player who scores 9 victory points win. If at any time, both players manage to get 9 or more victory points in the same round or one player has no living miniatures, or the last shareholder of any player is removed from play, the result is a draw.
2) Maximum number of VP to win: 15
3) During the End Phase of each round, Victory Points are accumulated as follows:
- 3 VP per opponent's shareholders intimidated and still in play (cumulated)
- 1 VP per allied's shareholders almost intimidated (no cumulated)
- 3 VP per opponent's shareholders killed during the round (no cumulated)

Special Rules

The Shareholders
The shareholders are miniatures which are considered to be part of the player's faction. They are played like any miniature of the player's warband, even during deployment.
No miniature (including the shareholders) may attempt an action of which the success would result in an allied shareholder's death (including himself).
A shareholder don't charge attack, don't engage and it play ever combat card "inactive".
A shareholder in the Critically Wounded health state may not declare a disengagement action.

Intimidating a shareholder:
Shareholders start the game with the "Not Intimidated" status.

At the end of a round, a miniature which is "On Watch" and within 3 inches of one of the opponent's shareholders may make an opposed Spirit roll with it.
If the former succeeds, the shareholder is "Intimidated". An intimidated shareholder keeps that status for the rest of the game.
If the former lose opposed spirit roll, the shareholder is "almost intimidated". Shareholder don't keep that status.
If a miniature is within 3 inches of several of the opponent's shareholders, the player must decide which shareholder it tries to intimidate.

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