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<  Tournaments  ~  Tournament Format Suggestions

PostPosted: Mon Mar 23, 2009 7:31 pm
User avatarMinister of PulpPosts: 2027Location: Street FightingJoined: Thu Aug 02, 2007 5:13 pm
Pulp City tournament. The universal format is a great way to introduce the game to your LGS or a gaming club.

A tournament lets every participating player to play 3 (or more) story driven Encounter scenarios. Each player brings a starter level team, namely 8 Supreme Levels.

All Encounter Scenarios are meant to be played on a 3 feet x 3 feet tables.
The deployment zone is 6 inches into the board on both sides, unless stated differently. On every table, there should be at least 3 building sized pieces of scenery and at least 5 ?movables? like cars, trash containers. Usually, the more terrain on the table, the more enjoyable the games are. Do not set up Citizens unless asked to do so.

Player winning the deployment Starting Roll has an option of choosing any one of the 4 table edges. The opposing player sets up on the opposite edge.
A game should last 6 rounds or about 75 minutes. You may set the time limit or let the players finish playing. If the time limit is set, at the very end of it, let all players finish their current activation and finish the Encounter).

When two players meet,

1. Determine their faction: Heroes or Villains (in case of a team composed of Heroes/Villains, that team automatically becomes opposite faction to the opposing player. In case of both teams composed of Heroes/Villains, randomly decide who is Heroes and who Villains.)

2. Randomly choose an appropriate Encounter Scenario, excluding the ones previously played by either of the players. In case it is not possible, resort to random means of choosing the Encounter Scenario.
Keep the track of every game result, including the AgP scored by both players in an Encounter.

Each player scores 3 Tournament Points (TP) for every win, 1 TP for every draw. At the end of every Encounter, note the difference between both Agenda Points (AgP) scores. Winning players receives the positive number of AgP, losing ? negative. In case of draws, no AgP are assigned.
To determine the winner of the tournament, compare the number of TP all players scored. In case of ties, resort to the number of AgP.


Last edited by Morf on Tue Mar 24, 2009 8:47 am, edited 1 time in total.


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PostPosted: Mon Mar 23, 2009 7:32 pm
User avatarMinister of PulpPosts: 2027Location: Street FightingJoined: Thu Aug 02, 2007 5:13 pm
Heroes vs. Villains Encounter Scenarios:

Encounter Scenario 1: ?5 to 12?

Villains are armed and dangerous, they are in the possession of a powerful tool of mass destruction. The clock is ticking and the heroes are there to stop it!

Goal: Villains need to plant the charges with the dangerous substance in 3 locations, heroes need to prevent it from happening.

Board & Deployment: Before both Teams set up, the Villain player nominates 3 pieces of scenery fully on the Heroes half of the board and in different thirds of the board (cut the deployment edge into 3 to create thirds). These scenery pieces will be referred to as Objectives and may not be destroyed or moved in any way other than thanks to a blow up resulting from Plant Device (see below).

Agenda Points: Villains score 1 AgP for each Objective that was the target of Plant Device. Villains score further 2 AgP for each Objective that blew up. Villains score further 1 AgP if all 3 Objectives blew up. Heroes score 3 AgP for each Objective intact at the end of the Encounter. Heroes score further 1 AgP if all 3 Objectives are intact.

Special Rules: Each Villain gains access to the following Universal Action:
Plant Device (Energy/AP1): May be used only in BtB with the Objective. Model may not activate again this Round. At the very end of every Round, including this one, roll d6. On a roll of 6, the Objective blows up, every model within 3 inches suffers Energy 5 Opposed Roll. If the objective didn?t blow up in the first Round when planted, add +1 to the Roll for each consecutive Round. So in the second Round after Plant Device, the objective will blow up on an effective roll of 5+.
Any Hero in Base to Base with the Objective that was the target of the Plant Device may subtract one from the blow up Roll for every unused point of its Action Points Allowance at the end of the Round. Cyberhead Heroes subtract further 1. If the total required is 7 or more, do not roll for blow up.

Example: At the end of the 4th Game Round, Villains roll to check if the Objective that was the target of Plant Device on the 2nd Round blows up. Normally, they would need 4+ to make it happen, but because Iron Train (AP 5) who used up only 3 AP this Round is in BtB with the objective, they need 6 to send the Objective flying. (AP 5 ? 3 AP used = +2 =>+2+4=6 required to blow).


Encounter Scenario 2: ?Block by Block?


The battle for Pulp City rages as heroes and villains clash downtown. Who will prevail?

Goal: Hold the barricades while taking minimal loses.

Board & Deployment: Before setting up any Teams, the winner of the Starting Roll places a barricade (fence type of structure, 3-4 inches long, 1 inch wide and high) anywhere on the other team?s table half. The other player places the second barricade and third, going back to the first player who places the last barricade. No barricade may be placed in the deployment zone, nor closer than 12 inches to any other barricade. All barricades must be placed in different table quarters.

Agenda Points: Score 2 AgP for each controlled (see below) barricade and ? AgP for each surviving Level of your Supremes.

Special Rules: Controlling barricades: Player who has the most Supreme Levels in BtB with a given barricade, controls it.
Desperation ? Any team that controls less barricades at the beginning of the Game Round receives +2 bonus to the Starting Roll.


Encounter Scenario 3: ?Visitor?


Heroes transport a precious capsule with an alien infant. The Heavy Metal carrier is on the way to pick it up but villains are dead keen on capturing the otherworldly visitor and try to scramble the calls for help.

Goal: Heroes must haul the capsule to the pick-up zone, villains need to make sure it doesn?t make it there.

Board & Deployment: The central foot by foot piece of the table is a pick-up zone. Remove all of the buildings (and Impassable Terrain) from there. After both sides had set up, place a visitor capsule anywhere in the Heroes deployment zone.

Agenda Points: Heroes score 5 AgP for having the visitor in the pick-up zone by the end of the Encounter. Heroes score 10 AgP for evacuating the visitor. Villains score 5 AgP for preventing the evacuation of the visitor. Villains score 10 AgP for destroying the visitor.

Special Rules: Visitor is an alien newborn in a steel covered capsule. The capsule is 30mm base with Def 8 and Dmg 8 that may be only affected in any way by Actions originating from BtB with it. For Damage dealing purposes, treat it like a Science Supreme. Whenever a model is in BtB with it at any point of its activation, it may declare being Burdened with it. There may be only one model Burdened with the capsule at any time. The capsule attaches to it and moves every time it moves. The model Burdened with the capsule suffers -2 penalty to all Opposed Rolls.
Before the first Round?s Starting Roll, the Villain player announces the Villain that carries the signal scrambler. Whenever that Villain is in the pick-up zone, the visitor may not be evacuated. Incapacitated Villains do not prevent the evacuation.
To evacuate the visitor at the end of the Encounter, the capsule must be in the central foot by foot of table while the scrambler is not.


Last edited by Morf on Mon Mar 23, 2009 7:35 pm, edited 1 time in total.


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PostPosted: Mon Mar 23, 2009 7:32 pm
User avatarMinister of PulpPosts: 2027Location: Street FightingJoined: Thu Aug 02, 2007 5:13 pm
Heroes vs. Heroes Encounter Scenarios:

Encounter Scenario 4: ?Pretender?

Infamous Sagittarius, the Ulthar supreme scout, sent two false messages to the heroic teams of Pulp City. Misinformed Supremes believe that one of the opposing Supremes (and maybe even all of them), is a space doppelganger that needs to be eliminated!

Goal: Eliminate the ?supposed? doppelganger and its potential cohorts.

Board & Deployment: Regular.

Agenda Points: Score X times 2 AgP if the doppelganger Supreme is Eliminated or Incapacitated at the end of the Encounter (where X is the Level of the Supreme) OR Score X t AgP if the doppelganger Supreme is damaged at the end of the Encounter (where X is the Level of the Supreme).
Score ? AgP for every enemy Supreme Level Eliminated or Incapacitated at the end of the Encounter.

Special Rules: Once both sides deploy, write down a name of a doppelganger Supreme on the opposing team and reveal it simultaneously.


Encounter Scenario 5: ?Showtime?

Channel 4?s Supremes Who?s hot is nothing to sneeze about.
When the folks of Pulp City are in danger, as June Summers is there to shoot live the Supremes attempts to help, vanity sometimes takes over the common sense.

Goal: Save as many Citizens as possible!

Board & Deployment: After both Teams have set, the winner of the Deployment Roll places the first Citizen on the opponent?s half, the loser places the second on the opponent?s half. Take alternating turns until all 10 Citizens are placed. No Citizens may be placed within 6 inches of another Citizen.

Agenda Points: Score 1 AgP for each Citizen Burdening your Supremes, score 2 AgP for every Citizen standing (but not Burdening Supreme) in your deployment zone. Score negative 1 AgP for every Citizen Eliminated by any Action originating from your Supremes or Minions.

Special Rules: All regular Citizen rules apply. Whenever a Supreme is in BtB with a Citizen, that Citizen stops being treated as a Citizen (but do not remove it) and becomes Burden. Any Supreme may be Burdened with up to 2 Citizens at a time. Supremes may drop the Burden voluntarily in addition to any Actions taken in the activation, or lose it when Knocked Down, Incapacitated or Eliminated. While Burdened with Citizens, Supremes may only use Universal Actions.

Encounter Scenario 6: ?Drill?

Heavy Metal?s HQ hosts a huge hi-tech training room in which any Hero team may hone their skills. Hyper accurate renderings of Pulp City locations, powerful AI enemies, tactical missions ? there is everything that Heroes need to master the team play. Sometimes, instead of sparring with training-bots or holoprojections of the villains, Supreme teams train with other teams.

Goal: Control Objectives with as many Supremes as possible by the end of the game.

Board & Deployment: Divide the board into four parts along the starting edge. Draw a line across the middle of the board. Place three 30mm Objectives where lines cross, all on ground Level. Place Supremes anywhere in the deployment zone. Special deployment rules (Gate, Sneaky Git etc.) cannot be used.

Agenda Points: Score 1 AgP for each Level of your Supremes in Base to Base with the Objective. Score extra 2 AgP, if you have at least one Supreme in Base to Base with all three Objectives.

Special Rules: Supremes do not become truly Incapacitated or Eliminated in the Encounter. Whenever the Supreme would become Eliminated or Incapacitated, remove it from the table. Next Round, right after the Action Pool?s calculation, place all of your removed Supremes in a randomly chosen one of the four starting locations in your deployment as the system ?respawns? them.


Last edited by Morf on Mon Mar 23, 2009 7:38 pm, edited 3 times in total.


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PostPosted: Mon Mar 23, 2009 7:32 pm
User avatarMinister of PulpPosts: 2027Location: Street FightingJoined: Thu Aug 02, 2007 5:13 pm
Villains vs. Villains Encounter Scenarios:

Encounter Scenario 7: ?Villain of the Year?

Once a year, Mysterious Man organizes the tournament for the most evil villains of Pulp City. Some say it is his way of controlling the Villains and working out the tactics against the most powerful newcomers.

Goal: Make sure your Villain is the last man (woman or monster too) standing.

Board & Deployment: Regular.

Agenda Points: Score 2 AgP for each surviving Supreme Level of your team. Score 1 AgP for each friendly Supreme with full Damage.

Special Rules:
Culling the weak: Mysterious Man doesn?t stand losers and sure is the one to deal coup de grace to the contestants. At the end of every Round, starting from the second Round, Eliminate the model that suffered the most Damage in the given Round. In case of draws, randomly Eliminate one model. The team that lost a model this way benefits from +1 to all Opposed Rolls next Round.


Encounter Scenario 8: ?Backstabbers?


Villain?s life ain?t easy. Friends come and go and some stab you in the back while passing. All that matters is to survive and make enough money to go on early retirement: somewhere warm and peaceful. Even if it means you have to make sure that your treacherous friends need to be babysitted on the battlefield.

Goal: Assure the survival of the most important Villains and the rest of your team.

Board & Deployment: Regular.

Agenda Points: Score 2 AgP for each Level of your trusted Supremes (see below) in the enemy deployment zone. Score 1 AgP for each Level of Eliminated /Incapacitated enemy?s trusted Supremes. Score negative 1 AgP for each of your turncoat Supremes further than 6 inches from any of your trusted Supremes or Eliminated/Incapacitated.

Special Rules: Once both teams set up, write down the names of two Supremes in your team and reveal them simultaneously with your opponent. These are your trusted Supremes. All other are potential turncoats. The opponent may activate enemy turncoats at any activation and pay for their Actions from his/her AP Pool. You may use any Exclusive or Universal Actions through them, save for Movement Actions and Actions that would deal Damage to itself (they are greedy turncoats but not suicidal!). In all other regards, these are considered regular members of the team that enrolled them, so for instance game effects that affect ?friendly? Supremes still affect only the original line-up. You may not target your turncoat Supremes with any Damage dealing Actions ? you don?t want to anger your shadowy employer in the end!

Encounter Scenario 9: ?The Eye of the Storm?

As the harvest ships from Necroplane scour Pulp City with death rays, two stranded villain teams struggle to recover their valued possession before it turns into dust.

Goal: Stay alive and recover valuables!

Board & Deployment: Before deploying the teams but after the Starting Roll, each players places 3 tokens (30mm base) that represent team?s valuables. The items must be placed anywhere within 6 inches of the line dividing the table into teams halves. Then each player places two Bl2 markers that represent death rays anywhere on opponent?s half but outside of the deployment zone.
Both teams setup normally and make the Starting Roll for the first Round. Before the first model becomes activated, the losing player moves one of the enemy valuables anywhere on the board. Winning player does the same.

Agenda Points: Score 1 AgP for each Supreme from your team surviving the Encounter. Score 2 AgP for each retrieved valuable.

Special Rules:
Starting from the Round 2, right after the Action Pool is calculated, the winner of the Starting Roll nominates a death ray marker and the direction it will move. Move the marker 2d6 inches in the straight line. The loser does the same to another marker.
Valuables are objectives that Burden in a regular way.
Any model touched by or entering the death ray is instantly Eliminated.



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