Here is the layout of the board, south to north, and then north to south. Five 25mm bases serve as the markers, each with a number painted on the underside, one through five. At the beginning of the game, we mixed them up before placing them down, and then rolled a die to see which would be the relic (#4).
Turn 1 - Evil
The Denizens get priority for turn one, and choose the north table edge for their own.
The Heralds appear from the south, spaced out along the edge to try and cover as many possible locations as they can.
Turn 2 - Good
Good moves first this turn, and the elves and men hurry north as quickly as they can.
The Denizens in turn rush south, the wargs howling and spiders chittering in anticipation.
Turn 3 - Evil
Here is the board at the opening of the turn.
Evil is the first to act this turn, and warg 5, Mr Blue, scampers up to second from the east objective marker. Flipping it over, low and behold, the relic has been found!
Chagrined, the Heralds alter their course and head toward the lucky warg as quickly as they can. Cumeren and Dawfaron each make half moves to ascend the hill and fire their bows. Sadly, their arrows either miss or cause no damage.
Turn 4 - Evil
Evil retains priority this turn, but Durandir calls a Heroic Move, which Charlotte counters with her own and wins the roll-off. Charlotte and Spiga (spiders 1 & 2), move south to block the Heralds advance while Durandir and Anarmegil charge them. Mr Blue heaves the relic onto his back and begins to move north. Warg 3, Mr Blonde, moves up to assist him.
Cumeren and Dawfaron reach the top of the hill, but neither score any hits with their arrows. Combat goes poorly for the Heralds, Anarmegil falling to Charlotte, and Durandir being pushed back, albeit unharmed.
Turn 5 - Evil
Evil is again in possession of both priority and the relic, and wastes no time in running it off the northern board edge resulting in victory.
Following clean-up, Anarmegil makes a full recovery, but neither Cumeren or Alaglang receive any positive results on their progression rolls.
The Heralds receive four influence points, and the Denizens receive two.
The Heralds add a Warrior of Numenor with Shield, while the Denizens hold onto their own influence points.
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