Campaign Playtest Continues II
|Some Figures painted by Mike|
|At the Ambush site|
The players came out of the game with a score of five War! Dice to four War! Dice acquired.
In the second game the two players once again played an Ambush scenario. In this outing a Shaman was employed to little avail when not placed with a leader figure (either Companion or Great Warrior). In fact the Warband was light on leadership as the Companion was stuck in the campground due to being dealt a Wound in the previous tabletop battle. It is interesting to see how the campaign game can cause changes in strategy and tactics due to previous turns events. Needless to say the ambushing Warband had difficulty activating in the game due to lack of leadership. One Group consisting of War-bearers and Striplings had trouble Reacting. The Group needed a three or less to React and did not pass a reaction roll in the entire game.
|Moving to the Creek|
We have added rules for Orenda Points to the Campaign Game. This system actually determines the winner of the Campaign Game. Each Tabletop Battle you win gains your Great Warrior an Orenda Point. Other events are awarded with Orenda Points as well. The Great Warrior with the highest total Orenda Points wins the Campaign Game. Alternately the players can agree to play to a certain number of Orenda Points. The Orenda Point system also opens the door to game events that can add Orenda Points to the Great Warrior. For instance if your Great Warrior is slain and you have to promote your Companion to replace him then you open the Avenger event. This event gives you extra Orenda Points if you win a tabletop game against the Great Warrior that killed your Great Warrior.
We think that all these ideas add to the Campaign Game and give the players a better feeling for the period.
|Fighting over a Furs Marker|