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English scenario book

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Message  Vegabond Dim 25 Sep 2016 - 20:40

Mallachain, I disagree with saying IS in these 3 spots. This section is describing the layout of the scenarios to come. When the scenario says to place the objectives varies during the game set up. So each of these sentences should say MAY BE.

mallachain a écrit:Edits are in red
Page 3

*The placement of objectives is done at this time.


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Message  Vegabond Dim 25 Sep 2016 - 21:09

My suggestions are in Blue.

mallachain a écrit:Edits are in red
Text I don't understand in green

nicoleblond a écrit:Page 6

Episode 1: Under the Sand
It miss background text for now. I don't know if Mehapito already translated.

Purpose of scenario
There are 4 chests hidden by your opponent. You must find them before he finds the ones you have hidden.

Placement of objectives
On a sheet (or use the map download link), mark boxes in a 6x6 grid. Each box represents a 4-inch square area of the boardgame. Label the rows with numbers and the columns with letters, thus each box will have a number and a letter. Mark on the sheet, hidden from your opponent, 4 chests of different values (1 VP, 2 VP, 3 VP and 4 VP). Place at least two chests in the opposite half of the table and it's 1 chest maximum safe box.

Deployment area
Each player chooses a side of the board, but there is no deployment area. Each player places his emissary against the table edge on his side, as shown in the diagram.

Scenery Elements and Alchemical Components
Standard

Deployment
Each friendly miniature is deployed so as to:
- Be less than 6 inches from one friendly miniature,
- Be more than 8 inches from all enemy miniatures already deployed.

Page 7
Special rules
Probe: at any time, a miniature can probe an area for 1 AP. Measure the figure's location relative to the board edges to find which area it is in. The opponent indicates whether or not there is a chest in that area. If there is a chest, it is considered discovered and the opponent reveals its value. Each chest can be discovered only once.
If a scenery element completely covers an area, your miniature must be in contact with the scenery element to probe the area.

Alchemist: When an alchemist is concentrating and does not discover a chest in his area, he can try to guess if a chest is located in an adjacent area. He can do this as many times as his concentration level (eg. 3 times if at concentrate 3), one box after another. The alchemist stops if he finds a chest in an area.

Emissary: Has 2 AP. It can walk up to 5 inches (1 AP) or run up to 12 inches (2 AP). It can not recover a chest but it can search an area ,thereby discovering a chest, by spending 1 AP.

Victory Conditions
1) Each player scores as many victory points as the value of the chests he discovered.
2) At the end of a round if a player has 6 VP or more, he wins. If two players have 6 VP or more, or if a player has more at stake miniatures, it's a draw.
3) Number of VP to win: 10.

Link to download maps:
www.alkemy-the-game.com/pdf/dune-map.pdf

Link to download a PDF of tokens:
www.alkemy-the-game.com/pdf/total-tokens.pdf

Caption under the scheme
Sample layout (blue tokens for player 1 and green tokens for player 2)

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Message  mallachain Lun 26 Sep 2016 - 3:55

Vegabond a écrit:Mallachain, I disagree with saying IS in these 3 spots. This section is describing the layout of the scenarios to come. When the scenario says to place the objectives varies during the game set up. So each of these sentences should say MAY BE.

mallachain a écrit:Edits are in red
Page 3

*The placement of objectives is done at this time.


That works for me.

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Message  nicoleblond Mer 28 Sep 2016 - 22:00

Page 16 / 17

Episode 6: Manageable

Purpose of scenario
Your emissary wants to embark, but it needs to speak with the sailors to get his ticket.

Placement of objectives
Players place 6 sailors (1 inch diameter - size 2). If you play with the Utopia battlement, place the sailors as shown in the diagram. Otherwise, follow the directions of the standard diagram.

Deployment area
See diagram for Utopia battlement. Zones 7 inches by 3 inches for the standard battlemat.

Scenery elements
Standard. If you play with the Utopia battlement, you can not place scenery elements on the water.

Alchemical components
Standard.

Deployment
Standard.

Special rules
To influence sailors: any miniature within 2 inches of a sailor is in its control area. You must have more AP than the opponent to influence the sailor. If it's equal in terms of AP, we take into account the cumulative number of recruitment points. If it's a draw, it is determined by a dice roll.


Link to download sailors token:
www.alkemy-the-game.com/pdf/pions-marins.pdf

Link to download the PDF file of the entire book tokens:
www.alkemy-the-game.com/pdf/pions-total.pdf


Emissary: 3 AP, REF 5, 8 MIN, MVT 5 / - / 12
The emissary should get his ticket by talking to various sailors in a given order.
The emissary Player 1 must make the circuit A1, B, C1, D and boarding area.
The emissary Player 2 must make the circuit: A2, B, C2, D and boarding area.
It must be at least an inch a sailor, and attempt a MIN roll with a dice bonus, difficulty 15:
- If you influence the sailor, it uses the white dice,
- If the sailor is influenced by anyone, it uses the yellow dice,
- If the opponent influences the sailor, it uses the red dice.
Test passed: it is validated.
Test failed: it must spend 1 AP to pass the test.

Check the boarding area: it must have more AP than the opponent on the area to control it. If it's equal in terms of AP, you take into account the cumulative number of recruitment points. If still a draw, no one controls the area.

Playing with Utopia battlement: you can only move on the pontoons. When 2 pontoons are separated by water, you can jump from one pontoon to another by performing a REF roll (difficulty 10). If you miss the REF roll, you fall in the water and you must spend 1 AP to move up on the pontoon on which you want to happen.

Victory Conditions
1) - at the end of each round, the player who most influences sailors wins 1 VP,
     - At the end of round 1 and 2, player that influences the sailor D wins one more VP,
     - From the round 3, player who controls the boarding area wins one more VP,
     - If your emissary is on the boarding area at the end of a round (after completing the circuit), wins 3 VP.
2) At the end of a round, if a player has 6 VP or more, he wins. If two players have 6 VP or more, or if a player don't have any miniatures, it's a draw.
3) Number of VP to win: 10.




Page 18/19

Episode 7: In the mist

Purpose of scenario
Your emissary must see maximum opposing miniatures and you have to hide the most of your miniatures from the emissary and miniatures opponent.

Deployment area
There are not any.

Scenery elements
It is recommended to use a maximum of scenery, of any size, to hide your miniatures during the game. A scenery element should be placed more than 3 inches of another scenery.

Alchemical components
The components must be placed in contact with a scenery element to more than 4 inches of another component.

Deployment
The player who begins deployment place a miniature at the center of the table. Then each miniature must be deployed so as to:
- Be less than 6 inches at least one friendly miniature,
- To be more than 4 inches of all enemy miniature already deployed.

Special rules
For a miniature is hidden, it must fulfill the following conditions:
- Any opponent miniature has line of sight on it,
- If one or more opposing miniatures have a line of sight on it, they should be more than 16 inches,
- If your miniature is on watch with at least one AP, opposing miniatures that have line of sight on it, must be more than 8 inches.

Emissary: 3 AP, MVT 5 / - / 12. It is deployed along with your miniatures.

Furtive miniatures: they are considered to be on watch at the end of the round even if they don't have AP.


Victory Conditions
1) At the end of each round:
     - For each opposing miniature on which your emissary has line of sight (unless they are hidden): 1 VP,
     - For each of these miniatures being at least 8 inches from emissary: 1 extra VP,
     - For each of your hidden miniatures: 1 extra VP.
2) At the end of a round if a player has 22 VP or more, he wins. If both players have 22 VP or more, or if a player don't have miniatures, it's a draw.
3) Number of VP to win: 44.


Link to download the PDF file of the entire book tokens:
www.alkemy-the-game.com/pdf/pions-total.pdf



Page 20
Control Jin posts

The player review
Favorite army: Triad (Captain Lee Ping, 4 militia lancers, 3 triadic guard, sergeant of the guard triadic)
The scenario by which most players started the game! This is the first position scenario, who can pose moral dilemmas: go dislodge the opponent controls a jin post or risk losing his? I like this scenario because it is simple, timeless and more tactical than it seems! The trick to winning? Do not necessarily play the three jin posts and focus only on two, including that of the center!


The scouts left yesterday were explicit: several jin posts were in a small canyon in the heart of the maze of red rock in which they were progressing for several days.
He and his company had therefore started with orders to establish a fortified camp to control access. These jin posts indicated the presence of significant resources alchemical stones, so it was crucial that they take control. At the corner of an escarpment of this telluric maze, he could finally see them, nestled in the hollow of a gorge eroded by a small stream. But they were not alone and he first have to get rid of these marauding Aurloks before constitute an outpost.

Purpose of scenario
There are 3 jin posts and you takes control over your opponents at end of each round.

Placement of objectives
Players place 3 Jin posts (1 inch diameter - size 1). A jin post to the center of the median line and two jin posts on each side, spaced 7 inches.

Deployment area
A 9.5 inches from the midline.

Scenery element and alchemical components
Standard.

Deployment
Standard.

Special rules
Jin post: they are considered neutral in the early game. A miniature less than 1 inch of a neutral jin post may spend 2 action points to take control. If the jin post is under the control of an opposing player, it becomes neutral.


Jin post control does not require any miniature remains close. It remains acquired until an opponent neutralizes Jin post. A jin post can change multiple times allegiance during the game or during the same round.

Victory Conditions
1) At the end of each round, the player who controls the most jin posts wins 1 VP.
2) At the end of a round if a player has 3 VP, he wins. If there remains only one player with miniatures, it's a draw.
3) Number of PV to win: 3.



Chests
With the information you have collected, you could track down Alarig. Under the effect of the threat, he agreed to reveal where he had locked his finds. A chest, hidden in a hollow tree, in the clearing of a forest. Once arrived there, you realize that Alarig has somewhat ridiculed you: there are three hollow trees with a chest. And it seems he did not let his information only to your group ...

The player review
Favorite army Triad (Captain Lee Ping, alchemist long sigh, 3 militia lancers, Inquisitor, 1 Shadow)
Unlike the jin posts scenario, we will not play for time to be the last to enable chest, let's just try to be the first to unlock it. It will be often synonymous with victory as long as the opponent does the same. My advice is to try to place his miniatures with many AP on a objective so they can pick with 2 AP by activation, then use the other to prevent the opponent from doing the same. Caution still the smart kids who have expected you to do all the work to pick the last lock and open the chest.

Purpose of scenario
There are 3 chests and you have to pick in last in the round to score points, but watch another player does not open a chest.

Placement of objectives
Players place 3 chests (1 inch diameter - size 1). A chest in the center of the median line and two chests on each side, spaced 7 inches.

Deployment area
To 9.5 inches from the midline.

Scenery elements and alchemical components
Standard.

Deployment
Standard. Once finished deployment, players randomly assign a value to each chest: 5, 6 and 7.

Special rules
Chests: each chest is neutral in the early game.

Pick a chest: during the game, a miniature at least 1 inch or less from chest may spend 1 AP to pick it. The same miniature can not spend 2 AP following during its activation to pick a chest. The last player to have hooked a chest control it.

Open chest: each chest has a value that indicates how many times it can be hooked before opening.
Whenever a miniature spends 1 AP to pick a chest, the value of the chest decreases by 1. When the value is 0, the chest is opened. Once opened, a chest can not be bracketed.

Trap: when the value of a chest becomes 0, take a number of white dice equal to its initial value. For each mass that indicate the dice, all the miniatures to 1 inch or less from chest suffer 1 DOM.

Victory Conditions
1) At the end of each round, the players determine which of them control each chest. Victory Points are accumulated as follows: 1 VP by locked chest, 2 PV by open chest.
2) At the end of a round, if a player has 7 VP or more, he wins. If several players have 7 VP or more, or if it remains only a single player with miniatures, it's a draw.
3) Number of VP to win: 12.

Link to download the jin posts and chest tokens:
www.alkemy-the-game.com/pdf/pions-bornes-coffres.pdf


Page 22/23
Market of the Horn

This devil of Alarig did not look like it, but in the end he managed to play in all of us and he was gone. Unable therefore can hope to lay hands on the treasures which he had taken. By Dao, his findings were to assert their weight Daomings, judging the crowd that he had at his heels.
Therefore, the prospect of having to return empty-handed from our manhunt and having to justify it to the judge who had authorized it delighted us much. Lu Chi-Pan Captain especially. The guys told that in case of success of the mission, he would have been entitled to a Jade load. He must have bad.

It became clear to us at that time the luck of finding the Avalonian were as thin as the holding of Flowers Quarter courtesans Yì XI.
But Dao is my witness: Luck can smile in bold. As much as courtesans night where the air is sweet. Short.

Imagine that, back to XI Yì, we made a stop at the large market of the Horn before taking the path through the wood of the Apes. You and I guessed. Who was there, sitting at a stall of wine? The friend Alarig, sipping a little nectar. Neither one nor two, our troop rushes, while the other runs off like a rabbit seeing us get arms straight.

He made us run the good man; throughout the fair, through the stalls. It was especially hard as hunger gripped us and the smell of food and dishes offered here and there really were not helping us to focus on the race.

Finally, we ended up closing the gap that separated us from him; afternoon spent lazing certainly has not been allowed to retain the shape.

Still, we were about to catch him, but before he had time to say whew, the funny has been collared by a small group of hooded. In less time than it would take to empty a drink, the bandits made him a second smile, stole his wallet and left as quickly as they had appeared.

We rushed to our runaway when it expired already his last breath in a series of bloody gurgle. The only comprehensible words we heard were: arggg ... ... lodge ... di ...

Militia-lancer Yù Ban at a party at the Turtle Counter.

Purpose of scenario
The table is divided into 9 different neighborhoods rated from A to I. These neighborhoods are 8x8 inches each and are placed on either side of the median line (neighborhoods D, E and F are placed straddling the center line). You score victory points by controlling neighborhoods.

Deployment area
Standard.

Scenery elements and alchemical components
Standard.

Deployment
Standard.

Special rules
If a miniature is astride several neighborhoods, the player must indicate at the end of the activation of it in what neighborhood he chose to place. A miniature on the watch on horseback reactivated during the round can choose to change neighborhoods.

Victory Conditions
1) At the end of each round, each player accumulates the number of AP of these figures in each neighborhood and the total cumulative recruitment points of these miniatures. The player who has the most AP and the most points accumulated in the neighborhood control the neighborhood.
2) At the end of a round if a player has 20 VP or more, he wins. If several players have 20 VP or more, or if it remains only a single player with miniatures, it's a draw.
3) Number of PV to win: 37.

Value of neighborhoods controlled for 2 players:
- 1 VP by neighborhood close to deployment area (A, B and C for player 1, G, H and I for player 2)
- 2 VP by neighborhood central areas (D, E and F)
- 3 VP per neighborhood near the opponent's deployment area (G, H and I for player 1, A, B and C for player 2).

Value of neighborhoods controlled for 3/4 players:
Player 1 Player 2 Player 3 Player 4
- 1 VP
- 2 VP
- 3 VP

Council for the scenario:
Place 4 pieces to the center of the table, 8 inches apart and 8 inches of table edges to delineate neighborhoods.

Link to download tokens:
www.alkemy-the-game.com/pdf/pions-marche-corne.pdf

Link to download the PDF file of the entire book tokens:
www.alkemy-the-game.com/pdf/pions-total.pdf

Player review
Favorite army: Kingdom of Avalon (Garlan, priest, 1 crossbowman, 1 templar, 2 recruits, 1 retiarius)
This is one of my favorite scenarios because it takes pride of placement, management miniatures and the proper use of action points. All factions can benefit from this scenario with populous lists, high displacement lists, high cost of recruitment lists...
Please note, the number of points to win is small, accordingly, the risk of equality is important and there is little room for improvisation. If victory is referred, it is necessary to prevent his opponent to place his miniatures when he wants. Better to wait and pass his turn as perform a sterile or counterproductive action. Anyway, you can not control everything, so choose carefully places to occupy and miniatures that you will attack.
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Message  Vegabond Jeu 29 Sep 2016 - 0:30

My suggestions are in Blue.

mallachain a écrit:Edits in red

Page 8
Episode 2: Under the Mountain

Purpose of scenario
There are 5 autoscrews that must be observed and studied.

Placement of objectives
Players place 5 autoscrews (1 inch diameter - size 1): one at the center of the table, the others 8 inches away, as shown in the diagram.

Deployment area
Each player chooses two corners of the table. Deployment areas are square and they must be more than 7.5 inches away from the autoscrews (see diagram).

Scenery Elements
Standard

Alchemical Components
Each player must place a component in one of his table quarters, a component in a quarter of the opposing player, and the 3rd wherever he wishes (following normal rules of placement).

Deployment
Each player, as much as possible, must ensure that all his miniatures are divided evenly between his deployment zones.

Special rules
Study: at the beginning of each round, place a "studied" token on each autoscrew. A miniature in contact may, upon activation, spend 2 AP to study the autoscrew. The player takes the token. Each autoscrew can be studied only once per round.

Observe: a miniature within an inch of an autoscrew may spend 1 AP to watch. For each autoscrew, indicate with a token which player made the last observation during the round.

If you play with the emissary (MVT: 5 / - / 12), it is deployed with your miniatures. It has 3 AP, and can not study or observe as other miniatures. Instead, it may:
- Make a sketch for 1 AP (being less than 1 inch away) or,
- Take a sample for 2 AP (contact).
These actions can only be performed on an autoscrew that you have observed this round.

Making a sketch or taking a sample earns no VP for the scenario, but earns VP directly for the campaign. Each player can make a sketch and take a sample of each autoscrew.


Victory Conditions
1) At the end of each round, each token "studied" is worth 1 VP. The player who made the last observation on the largest number of autoscrews earns 1 VP. Each autoscrew becomes "unobserved."
2) At the end of a round if a player has 11 VP or more, it wins. If two players have 11 VP or more, or if a player has more at stake miniatures, it's a draw.
3) Number of VP to win: 16.

Link to download autoscrews and state tokens:
www.alkemy-the-game.com/pdf/pions-automatons.pdf
[/quote]

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Message  Vegabond Jeu 29 Sep 2016 - 0:47

My suggestion is in Blue.

mallachain a écrit:
Episode 3: Under the Ferns

Purpose of scenario
The emissary carries 4 documents. It must give one to another miniature, put one into a chest, discard one and keep one.

Placement of objectives
Players place 1 chest (1 inch diameter - size 1) in each deployment area, at least 4 inches from the table edge, and his emissary in the opposite corner of the board.

Deployment area
Each zone is 8 inches from the center line and forms a rectangle of 6 inches by 4 inches.

Scenery Elements and Alchemical Components
Standard

Deployment
Standard.

Special rules
Each emissary begins the game with 4 documents represented by an element.
Documents can be transferred between friendly miniatures (or the emissary) that are in contact at the end of an action without performing a test. The emissary can not take documents from an enemy miniature.
Once per round, each enemy miniature may attempt to steal a document. For this they must be in contact and pass a test corresponding to the coveted document. If they fail the test, they may spend 1 AP to make the failed test successful. These documents can then be recovered by one of your miniatures in contact with the possessor by passing the same test.
Miniatures can only be in contact with the emissary or a chest at the end of a movement action.

Your emissary must keep possession of the Fire document. An enemy miniature attempting to steal the document must pass of COM test with a difficulty of 11. The Water document must be passed to a character from your company in contact with the emissary at the end of an action. For an enemy miniature to steal the document, it must make succeed in an opposed REF test (difficulty 10 if against the emissary). The Earth document must be deposited in a chest. Only the emissary may transfer the document to the chest at the end of an action. To steal the Earth document form the emissary or the opposing chest, a DEF test with a difficulty of 18 must be made. The Air document is a forgery and must be given to your opponent. If your enemy is successful in one of the above tests against your emissary, you can force him to make a MIND test with a difficulty of 15. If he succeeds, he takes the coveted document, otherwise you hand him the Air document instead.

No matter what the target (emissary, opposing miniature or chest), each model can attempt to steal a document only once per round. If the possessor of a document is killed, the document(s) are placed where the miniature was (place a token to represent the document(s)). A miniature may freely pick up the document(s) if he is in contact with the token at the end of a move action.
If a miniature kills the possessor (while in contact) of one or more documents, it automatically retrieves the document(s).

Emissary : 3 AP, MVT 5/-/12.

Victory Conditions
1) You score 1 VP when you force the Air document onto your opponent. The document is discarded.
    At the end of each round:
    - 1 VP for each Fire document your emissary has,
    - 1 VP for each Water document in possession of your character,
    - 1 VP for each Earth document in your chest.
2) At the end of a round if a player has 11 VP or more, he wins. If two players have 11 VP or more, or if a player has lost all his miniatures, it's a draw.
3) Number of VP to win: 17.

Link to download the document tokens:

Vegabond
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Message  Vegabond Jeu 29 Sep 2016 - 1:33

My suggestions are in Blue.

nicoleblond a écrit:Page 12

Episode 4: Under Silence (to keep the "under" theme; I like that)

Purpose of scenario
Your company must visit buildings in the order determined by the objectives.

Deployment area
Standard

Scenery Elements
Arrange 8 scenery elements that represent the buildings in the city. They should be more than 1 inch away from deployment areas and more than 3 inches from another scenery element.

Alchemical Components
Standard

Objectives tokens
Randomly distribute the eight locations (see next page) face down next to the buildings. There must be one location per building. Each player shuffles his 6 objective tokens (see next page) and places them face down next to the board. The chapel location is placed face down next to the board with the two emissaries.

Deployment
Standard

Special rules
Once per round during his activation, a miniature which is in contact with a scenery element may spend 1 AP. The player then looks at the location without showing it to his opponent:
- If it's the closed location, he replaces it face down,
- If he does not have an objective token in front of him, then he replaces it face down and draws an objective token without showing it to his opponent and places it face down in front of himself,
- If he has an objective token but the location does not match, he replaces it face down,
- If the location and objective token match, he reveals the token to his opponent, replaces the location face down, keeps his objective token face up before himself and draws a new objective token. If he has no more objective tokens to draw, he searches for the chapel location.
- From this moment on, when the player finds the chapel, he reveals it to his opponent, then replaces it face down and
spreads over his emissary. <-This doesn't make sense.

Places: serf house, infirmary, bakery, hotel, cooperage, mill, closed and chapel.

Objective tokens: serf house, infirmary, bakery, hotel, cooperage, and mill for each player. One chapel objective pawn per 2 players.


Victory Conditions
1) Each player scores 1 VP for revealing an objective token.
2) At the end of a round if a player has 7 VP, he wins. If a player has lost all his miniatures, it's a draw.
3) Number of VP to win: 7.

Link to download the scenario tokens:
www.alkemy-the-game.com/pdf/village-fr.pdf

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Message  Vegabond Jeu 29 Sep 2016 - 1:47

My suggestions are in Blue.

mallachain a écrit:Edits in red
Text I don't understand in green

Page 14
Episode 5: Under Surveillance

Purpose of scenario
Move your 3 emissaries (2 are fakes) across the board. You must intercept your opponent's emissaries.

Deployment area
Standard

Scenery Elements and Alchemical Components
Standard

Deployment
Standard

Objective tokens
When it is your turn to deploy and you've placed all your miniatures, deploy 3 tokens (size 2, diameter 1 inch). One of these tokens is your emissary, the other two are fakes.  

Special rules
Among the 3 tokens, there are 2 fakes and 1 emissary. The 3 tokens can be activated as if they had a common profile card.

Token 2 AP, MVT 4 / - / 10
Emissary: 3 AP, MVT 5 / - / 12
Any miniature may come into contact with a token or emissary by making a walk or run movement.

Reveal: At the end of the round, before counting VP, a miniature on watch and in contact with an opposing token may spend 1 AP to reveal it. If it is a fake, it is discarded. If this is the emissary, it is placed into play instead of the token (the fake tokens remain in play).
We can act the same way on the emissary, she then recognizes only one VP, regardless of its location on the table. <- I don't understand this either.

An alchemist can "hide" a friendly token within X inches (X = concentration level). It now takes 2 AP to reveal it (or 2 miniatures on watch may spend 1 AP each).

Victory Conditions
1) At the end of each round:
- For each token unrevealed: 1 VP if in its half of the board (not including its deployment area), 2 VP if in the opposite half of the board, 3 VP if in the opponent's deployment area,
- For the emissary (once it is revealed): the same, but you will score only 1 VP if an opposing miniature on watch is in contact with your emissary.
2) At the end of a round if a player has 11 VP or more, he wins. If two players have 11 VP or more, or if a player has lost all his miniatures, it's a draw.
3) Number of VP to win: 19.

Link to download the fake and emissary tokens:
www.alkemy-the-game.com/pdf/pions-emissaires.pdf

Link to download a PDF of all the tokens:
www.alkemy-the-game.com/pdf/pions-total.pdf[/color]

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Message  Vegabond Ven 30 Sep 2016 - 4:18

My suggestions are in Blue.

nicoleblond a écrit:Page 16 / 17

Episode 6: Under Control

Purpose of scenario
Your emissary wants to embark, but it needs to speak with the sailors to get a ticket.

Placement of objectives
Players place 6 sailors (1 inch diameter - size 2). If you play with the Utopia battlement, place the sailors as shown in the diagram. Otherwise, place the sailors as shown in the standard diagram.

Deployment area
See diagram for Utopia battlement. For a standard battlemat make two deployment zones, 7 inches wide x 3 inches deep in opposite corners on the same edge.

Scenery elements
Standard. If you play with the Utopia battlement, you can not place scenery elements on the water.

Alchemical components
Standard.

Deployment
Standard.

Special rules
Influencing sailors: any miniature within 2 inches of a sailor is attempting to influence it. You must have miniatures totaling more AP than the opponent to influence the sailor. If the AP is equal, use recruitment points (of the miniatures involved) to determine a winner. If there is still a tie, roll a die.

Boarding area: See diagram for Utopia battlement. For a standard battlemat make one zone, 7 inches wide x 3 inches deep, centered on the edge opposite the deployment zones.

Link to download sailors token:
www.alkemy-the-game.com/pdf/pions-marins.pdf

Link to download the PDF file of the entire book tokens:
www.alkemy-the-game.com/pdf/pions-total.pdf

Emissary: 3 AP, REF 5, 8 MIN, MVT 5 / - / 12
The emissary must get a ticket by talking to the sailors in a certain order.
The circuit for Player 1's emissary is sailor A1, B, C1, D then the boarding area.
The circuit for Player 2's emissary is sailor A2, B, C2, D then the boarding area.
The emissary must be within an inch of a sailor and attempt a MIN roll (difficulty 15) with a dice bonus.
- If only your miniatures are influencing the sailor, the emissary uses white dice,
- If the sailor is influenced by any opposing miniatures, it uses the yellow dice,
- If your opponent is influencing the sailor, the emissary uses the red dice.
If the test is passed the ticket is validated. Proceed to the next sailor or boarding area.
If the test is failed the miniature can spend 1 AP to pass it.


Check the boarding area: you must have miniatures totaling more AP than the opponent in the boarding area to control it. If the AP is equal, use recruitment points (of the miniatures involved) to determine a winner. If there is still a tie, no one controls the boarding area.

Playing with Utopia battlement: you can only move on the pontoons. When 2 pontoons are separated by water, you can jump from one pontoon to another by performing a REF roll (difficulty 10). If you fail the REF roll, you fall in the water and you must spend 1 AP to move onto the pontoon of your choice (the one you left or the one you were jumping to).

Victory Conditions
1) - at the end of each round, the player who is influencing the most sailors earns 1 VP,
     - At the end of round 1 and 2, the player influencing sailor D earns one more VP,
     - At the end of round 3, the player who controls the boarding area earns one more VP,
     - If your emissary is on the boarding area at the end of a round (after completing the circuit), you earn 3 VP.
2) At the end of a round, if a player has 6 VP or more, he wins. If two players have 6 VP or more, or if a player don't have any miniatures, it's a draw.
3) Number of VP to win: 10.

Vegabond
HOMONCULE
HOMONCULE

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Message  mallachain Sam 1 Oct 2016 - 3:08

Edits in red
Section I don't understand in green

nicoleblond a écrit:Page 16 / 17

Episode 6: Under Control

Purpose of scenario
Your emissary wants to embark, but needs to speak with the sailors to get a ticket.

Placement of objectives
Players place 6 sailors (1 inch diameter - size 2). If you play with the Utopia battlement, place the sailors as shown in the diagram. Otherwise, place the sailors as shown in the standard diagram.

Deployment area
See diagram for Utopia battlement. For a standard battlemat make two deployment zones, 7 inches wide x 3 inches deep in opposite corners on the same edge.

Scenery elements
Standard. If you play with the Utopia battlement, you can not place scenery elements on the water.

Alchemical components
Standard.

Deployment
Standard.

Special rules
Influencing sailors: any miniature within 2 inches of a sailor is attempting to influence it. To influence a sailor, you must have miniatures totaling more AP than your opponent has within 2 inches of the sailor. If the AP is equal, use recruitment points (of the miniatures involved) to determine a winner. If there is still a tie, roll a die.

Boarding area: See diagram for Utopia battlement. For a standard battlemat make one zone, 7 inches wide x 3 inches deep, centered on the edge opposite the deployment zones.


Link to download sailors token:
www.alkemy-the-game.com/pdf/pions-marins.pdf

Link to download the PDF file of the entire book tokens:
www.alkemy-the-game.com/pdf/pions-total.pdf

Emissary: 3 AP, REF 5, 8 MIN, MVT 5 / - / 12
The emissary must get a ticket by talking to the sailors in a certain order.
The circuit for Player 1's emissary is sailor A1, B, C1, D then the boarding area.
The circuit for Player 2's emissary is sailor A2, B, C2, D then the boarding area.
The emissary must be within an inch of a sailor and attempt a MIN roll (difficulty 15) with a dice bonus.
- If only your miniatures are influencing the sailor, the emissary uses white dice,
- If the sailor is influenced by any opposing miniatures, the emissary uses the yellow dice,
- If your opponent is influencing the sailor, the emissary uses the red dice.
If the test is passed the ticket is validated. Proceed to the next sailor or boarding area.
If the test is failed the miniature can spend 1 AP to pass the test.


Check the boarding area: you must have miniatures totaling more AP than the opponent in the boarding area to control it. If the AP is equal, use recruitment points (of the miniatures involved) to determine a winner. If there is still a tie, no one controls the boarding area.

Playing with Utopia battlement: you can only move on the pontoons. When 2 pontoons are separated by water, you can jump from one pontoon to another by performing a REF roll (difficulty 10). If you fail the REF roll, you fall in the water and you must spend 1 AP to move onto the pontoon of your choice (the one you left or the one you were jumping to).

Victory Conditions
1) - at the end of each round, the player who is influencing the most sailors earns 1 VP,
     - At the end of round 1 and 2, the player influencing sailor D earns one more VP,
     - At the end of round 3, the player who controls the boarding area earns one more VP,
     - If your emissary is on the boarding area at the end of a round (after completing the circuit), wins 3 VP.
2) At the end of a round, if a player has 6 VP or more, he wins. If two players have 6 VP or more, or if a player doesn't have any miniatures, it's a draw.
3) Number of VP to win: 10.

Page 18/19

Episode 7: In the Mist

Purpose of scenario
Your emissary must view as many of your opponents miniatures as possible while keeping your miniatures hidden from your opponent's emissary.

Deployment area
None.

Scenery elements
It is recommended to use the maximum number of scenery elements, of any size, to hide your miniatures during the game. A scenery element should be placed more than 3 inches away from another scenery.

Alchemical components
The components must be placed in contact with a scenery element and more than 4 inches of another component.

Deployment
The player who begins deployment place a miniature at the center of the table. Then each miniature must be deployed so as to:
- Be less than 6 inches from least one friendly miniature,
- Be more than 4 inches from all enemy miniatures already deployed.

Special rules
For a miniature to be hidden, it must fulfill the following conditions:
- No enemy miniature has line of sight to it,
- If one or more enemy miniatures has line of sight to it, it must be more than 16 inches away,
- If your miniature is on watch with at least one AP, enemy miniatures that have line of sight on it must be more than 8 inches away.

Emissary: 3 AP, MVT 5 / - / 12. It is deployed with your miniatures.

Hidden miniatures are considered to be on watch at the end of the round even if they don't have AP.

Victory Conditions
1) At the end of each round:
     - For each enemy miniature on which your emissary has line of sight (unless they are hidden): 1 VP,
     - For each of these miniatures that is least 8 inches from emissary: 1 extra VP,
     - For each of your hidden miniatures: 1 extra VP.
2) At the end of a round if a player has 22 VP or more, he wins. If both players have 22 VP or more, or if a player doesn't have miniatures, it's a draw.
3) Number of VP to win: 44.

Link to download the PDF file of the entire book tokens:
www.alkemy-the-game.com/pdf/pions-total.pdf


Page 20
Control Jin posts

Player overview
Favorite army: Triad (Captain Lee Ping, 4 militia lancers, 3 triadic guard, triadic sergeant of the guard)
The scenario with which most players were introduced to the game! This scenario can pose moral dilemmas: dislodge the opponent who controls a jin post or risk losing your own? I like this scenario because it is simple, timeless and more tactical than it seems! The trick to winning? Do not concentrate on all   three jin posts, focus only on two (the center and one other)!


The scouts reported: in the heart of the maze of red rocks which you are traveling through are several jin posts in a small canyon. Your company has orders to establish a fortified camp to control access. These jin posts indicate the presence of significant resources of alchemical stones, so it is crucial that they are controled. At the edge of an escarpment of this telluric maze, you finally see them, nestled in the hollow of a gorge eroded by a small stream. But they are not alone and you first have to get rid of these marauding Aurloks before establishing an outpost.

Purpose of scenario
There are 3 jin posts and you and your opponent are trying to control them.

Placement of objectives
Players place 3 Jin posts (1 inch diameter - size 1). A jin post on the center of the median line and two jin posts on either side, 7 inches from the center post.

Deployment area
9.5 inches from the center.

Scenery elements and alchemical components
Standard.

Deployment
Standard.

Special rules
Jin post: are considered neutral in the early game. A miniature less than 1 inch from a neutral jin post may spend 2 AP to take control of it. If the jin post is under the control of an opposing player, it becomes neutral.

Control of a jin post does not require any miniature to remain nearby. It remains controlled until an opponent neutralizes the Jin post. A jin post can switch allegiance multiple times during the game or during the same round.

Victory Conditions
1) At the end of each round, the player who controls the most jin posts wins 1 VP.
2) At the end of a round if a player has 3 VP, he wins. If a player doesn't have miniatures, it's a draw.
3) Number of VP to win: 3.

Chests
You managed to track down Alarig. Under threats of injury, he revealed where he had hidden his valuables. A chest, hidden in a hollow tree in a forest clearing. Once you arrive in the clearing, you realize that Alarig has fooled you: there are three hollow trees with chests. And it seems he did not give this information only to your company...

Player Overview
Favorite army: Triad (Captain Lee Ping, alchemist long sigh, 3 militia lancers, Inquisitor, 1 Shadow)
Unlike the jin posts scenario, you don't play for time to be the last to control a chest, just try to be the first to unlock it. It will often be synonymous with victory as long as your opponent does the same. My advice is to try and place miniatures with many AP on an objective so they can pick it with 2 AP when activated, then use the other to prevent your opponent from doing the same thing. Beware of the smart opponents who expect you to do all the work to pick the locks and open the chests.

Purpose of scenario
There are 3 chests. You have to pick the locks on the chests to score points and watch that your opponent does not open a chest.

Placement of objectives
Players place 3 chests (1 inch diameter - size 1). A chest in the center of the median line and two chests on either side, 7 inches from the center chest.

Deployment area
9.5 inches from the center line.

Scenery elements and alchemical components
Standard.

Deployment
Standard. Once deployment is done, players randomly assign a value to each chest: 5, 6 and 7.

Special rules
Chests: each chest is neutral in the early game.

Pick a lock: during the game, a miniature at least 1 inch or less from chest may spend 1 AP to pick it's lock. The same miniature can not spend 2 AP in a row during its activation to pick a lock. The last player to pick a lock controls the chest.

Open chest: each chest has a value that indicates how many times it's lock must be picked before opening.
Whenever a miniature spends 1 AP to pick a lock, the value of the chest decreases by 1. When the value is 0, the chest is opened. Once opened, the chest remains controlled by the force that opened it.

Trap: when the value of a chest reaches 0, take a number of white dice equal to its initial value. For each mace symbol indicated on the dice, all the miniatures 1 inch or less from chest suffer 1 DAM.

Victory Conditions
1) At the end of each round, the players determine which of them control each chest. Victory Points are accumulated as follows: 1 VP per locked chest, 2 VP per open chest.
2) At the end of a round, if a player has 7 VP or more, he wins. If several players have 7 VP or more, or if a player doesn't have miniatures, it's a draw.
3) Number of VP to win: 12.

Link to download the jin posts and chest tokens:
www.alkemy-the-game.com/pdf/pions-bornes-coffres.pdf

Page 22/23
Market of the Horn

This devil Alarig did not look like much, but in the end he managed to play all of us and was gone. Therefore, we are unable to lay our hands on the treasures he took. By Dao, his findings were to assert their weight Daomings, judging the crowd that he had at his heels.
The prospect of returning empty handed from our search and having to justify to the judge who authorized the hunt didn't delight us much. Especially Captain Lu Chi-Pan. He was told that if he succeeded in the mission, he would have been entitled to a Jade load.

It was clear to us that the chances of finding the Avalonian were as small as holding a courtesan in XI Yì's Flower Quarter. But Dao is my witness: Luck smiles on the bold. As much as courtesans night where the air is sweet. Short.

Imagine, on our way back to XI Yì, we stopped at the large market of the Horn before taking the path through the wood of the Apes. Who was there, sitting at a stall of wine? Alarig, sipping a little nectar.
Our company rushes at him en mass, while he runs off like a rabbit seeing out advance.

He gave us a good chase, through the fair and market stalls. The chase was difficult as hunger gripped us and
the smell of food and dishes offered here and there really were not helping us to focus on the race.

Finally, we were closing the gap that separated us from him; afternoons spent lazing certainly have kept him in shape.

Just as we were about to catch him, he was attacked by a hooded bandits. In less time that it takes to empty a drink, the bandits gave him a second smile, stole his wallet and left as quickly as they appeared.

As we rushed to the fugitive, he gave his last breath in a bloody gurgle. The only comprehensible words we heard were: arggg ... ... lodge ... di ...

Militia-lancer Yù Ban at a party at the Turtle Counter.

Purpose of scenario
The board is divided into 9 different neighborhoods rated from A to I. These neighborhoods are 8x8 inches each and are placed on either side of the median line (neighborhoods D, E and F are placed straddling the center line). You score victory points by controlling neighborhoods.

Deployment area
Standard.

Scenery elements and alchemical components
Standard.

Deployment
Standard.

Special rules
If a miniature is astride several neighborhoods, the player must indicate at the end of the activation of it in which neighborhood he chooses to be. A miniature on watch on horseback reactivated during the round can choose to change neighborhoods.

Victory Conditions
1) At the end of each round, each player accumulates a number of VP equal to figures in each neighborhood and the total cumulative recruitment points of these miniatures. The player who has the most VP and the most points accumulated in the neighborhood control the neighborhood.
2) At the end of a round if a player has 20 VP or more, he wins. If several players have 20 VP or more, or if a player doesn't have miniatures, it's a draw.
3) Number of VP to win: 37.

Value of neighborhoods controlled for 2 players:
- 1 VP for neighborhoods close to deployment area (A, B and C for player 1, G, H and I for player 2)
- 2 VP for neighborhoods in the center area (D, E and F)
- 3 VP for neighborhoods near the opponent's deployment area (G, H and I for player 1, A, B and C for player 2).

Value of neighborhoods controlled for 3/4 players:
Player 1 Player 2 Player 3 Player 4
- 1 VP       ABC      CFI      GHI    ADG
- 2 VP       DEF      BEH     DEF    BEH
- 3 VP       GHI      ADG    ABC    CFI

Council for the scenario:
Place 4 pieces at the center of the board, 8 inches apart and 8 inches from board edges to delineate neighborhoods.

Link to download tokens:
www.alkemy-the-game.com/pdf/pions-marche-corne.pdf

Link to download the PDF file of the entire book tokens:
www.alkemy-the-game.com/pdf/pions-total.pdf

Player overview
Favorite army: Kingdom of Avalon (Garlan, priest, 1 crossbowman, 1 templar, 2 recruits, 1 retiarius)
This is one of my favorite scenarios because it takes pride of place, miniature management and the proper use of action points. All factions can benefit from this scenario with popular lists, high displacement lists, high cost of recruitment lists...
Please note, the number of points to win is small, accordingly, the risk of a draw is high and there is little room for improvisation. To win, you must prevent your opponent from placing his miniatures where he wants. It is better to wait and pass your turn than perform a useless or counterproductive action. Anyway, you can not control everything, so choose carefully which places to occupy and miniatures to attack.

mallachain
HOMONCULE
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Message  nicoleblond Dim 2 Oct 2016 - 18:15

mallachain and vegabond a écrit:Text I don't understand in green

mallachain a écrit:Episode 4: In Silence
Reveal: At the end of the round, before counting VP, a miniature on watch and in contact with an opposing token may spend 1 AP to reveal it. If it is a fake, it is discarded. If this is the emissary, it is placed into play instead of the token (the fake tokens remain in play).
We can act the same way on the emissary, she then recognizes only one VP, regardless of its location on the table.
It's in relation with text from "victory conditions"
- For the emissary (once it is revealed): the same, but you will score only 1 VP if an opposing miniature on watch is in contact with your emissary.

Do you understand?



mallachain a écrit:Episode 1: Under the Sand

Placement of objectives
On a sheet (or use the map download link), mark boxes in a 6x6 grid. Each box represents a 4-inch square area of the boardgame. Label the rows with numbers and the columns with letters, thus each box will have a number and a letter. Mark on the sheet, hidden from your opponent, 4 chests of different values (1 VP, 2 VP, 3 VP and 4 VP). Place at least two chests in the opposite half of the table and it's 1 chest maximum safe box.
Players must place two chests into opposite half of table (they can not place the 4 chests in their table side).
And the general rules is to place a chest into one square (they can not place two chests into same square). I think it's bad translation for this sentence.

mallachain a écrit:Victory Conditions
1) Each player scores as many victory points as the value of the chests he discovered.
2) At the end of a round if a player has 6 VP or more, he wins. If two players have 6 VP or more, or if a player has more at stake miniatures, it's a draw.
3) Number of VP to win: 10.
I think bad translation. We want to say if a player has lost all his miniatures, it's a draw.


vegabond a écrit:Episode 4: Under Silence

- From this moment on, when the player finds the chapel, he reveals it to his opponent, then replaces it face down and spreads over his emissary. <-This doesn't make sense.
Idea is to place emissary on card.
... and place over his emissary ?



mallachain a écrit:Page 22/23
Market of the Horn

This devil Alarig did not look like much, but in the end he managed to play all of us and was gone. Therefore, we are unable to lay our hands on the treasures he took. By Dao, his findings were to assert their weight Daomings, judging the crowd that he had at his heels.
We want to say treasures ("findings" because character don't know if it's a treasure, money, alchemical components or other things) of Alarig must assert expensive (provided that the heavy weight of a trunk Daoming), and there is many people (crowd) runs after him.

mallachain a écrit:
The prospect of returning empty handed from our search and having to justify to the judge who authorized the hunt didn't delight us much. Especially Captain Lu Chi-Pan. He was told that if he succeeded in the mission, he would have been entitled to a Jade load.
It's an expression, "charge de jade" in French. It's a rewarding when Jade's people accomplish an achievement.
I think we say:
... He was told that if he succeeded in the mission, he would have been entitled to a Jade rewarding.
What do you think?


mallachain a écrit:It was clear to us that the chances of finding the Avalonian were as small as holding a courtesan in XI Yì's Flower Quarter. But Dao is my witness: Luck smiles on the bold. As much as courtesans night where the air is sweet. Short.
We want to say courtesans smile to bold (as much lucky) when the air is sweet.
Maybe we can remove point.
But Dao is my witness: Luck smiles on the bold as much as courtesans night where the air is sweet. Short.
What do you think?
nicoleblond
nicoleblond
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Message  mallachain Lun 3 Oct 2016 - 19:02

nicoleblond a écrit:
mallachain and vegabond a écrit:Text I don't understand in green

mallachain a écrit:Episode 4: In Silence
Reveal: At the end of the round, before counting VP, a miniature on watch and in contact with an opposing token may spend 1 AP to reveal it. If it is a fake, it is discarded. If this is the emissary, it is placed into play instead of the token (the fake tokens remain in play).
We can act the same way on the emissary, she then recognizes only one VP, regardless of its location on the table.
It's in relation with text from "victory conditions"
- For the emissary (once it is revealed): the same, but you will score only 1 VP if an opposing miniature on watch is in contact with your emissary.

Do you understand?
Once the emissary is revealed and is in contact with an enemy minature on watch, you can only earn 1 VP.



nicoleblond a écrit:
mallachain a écrit:Episode 1: Under the Sand

Placement of objectives
On a sheet (or use the map download link), mark boxes in a 6x6 grid. Each box represents a 4-inch square area of the boardgame. Label the rows with numbers and the columns with letters, thus each box will have a number and a letter. Mark on the sheet, hidden from your opponent, 4 chests of different values (1 VP, 2 VP, 3 VP and 4 VP). Place at least two chests in the opposite half of the table and it's 1 chest maximum safe box.
Players must place two chests into opposite half of table (they can not place the 4 chests in their table side).
And the general rules is to place a chest into one square (they can not place two chests into same square). I think it's bad translation for this sentence.

Each chest must be placed into a different box and two chests must be in your opponent's half of the board.

nicoleblond a écrit:
mallachain a écrit:Victory Conditions
1) Each player scores as many victory points as the value of the chests he discovered.
2) At the end of a round if a player has 6 VP or more, he wins. If two players have 6 VP or more, or if a player has more at stake miniatures, it's a draw.
3) Number of VP to win: 10.
I think bad translation. We want to say if a player has lost all his miniatures, it's a draw.
or if a player has lost all his miniatures, it's a draw.


nicoleblond a écrit:
vegabond a écrit:Episode 4: Under Silence

- From this moment on, when the player finds the chapel, he reveals it to his opponent, then replaces it face down and spreads over his emissary. <-This doesn't make sense.
Idea is to place emissary on card.
... and place over his emissary ?

- From this moment on, when the player finds the chapel, he reveals it to his opponent, then replaces it face down and places his emissary on the card.


nicoleblond a écrit:
mallachain a écrit:Page 22/23
Market of the Horn

This devil Alarig did not look like much, but in the end he managed to play all of us and was gone. Therefore, we are unable to lay our hands on the treasures he took. By Dao, his findings were to assert their weight Daomings, judging the crowd that he had at his heels.
We want to say treasures ("findings" because character don't know if it's a treasure, money, alchemical components or other things) of Alarig must assert expensive (provided that the heavy weight of a trunk Daoming), and there is many people (crowd) runs after him.
Now I understand! Let's use: By Dao, judging by the crowd on his heels, he must have stolen enough to fill a Daoming trunk.

nicoleblond a écrit:
mallachain a écrit:
The prospect of returning empty handed from our search and having to justify to the judge who authorized the hunt didn't delight us much. Especially Captain Lu Chi-Pan. He was told that if he succeeded in the mission, he would have been entitled to a Jade load.
It's an expression, "charge de jade" in French. It's a rewarding when Jade's people accomplish an achievement.
I think we say:
... He was told that if he succeeded in the mission, he would have been entitled to a Jade rewarding.
What do you think?
Close. it should be: He was told that if he succeeded in the mission, he would have been entitled to a Jade reward.


nicoleblond a écrit:
mallachain a écrit:It was clear to us that the chances of finding the Avalonian were as small as holding a courtesan in XI Yì's Flower Quarter. But Dao is my witness: Luck smiles on the bold. As much as courtesans night where the air is sweet. Short.
We want to say courtesans smile to bold (as much lucky) when the air is sweet.
Maybe we can remove point.
But Dao is my witness: Luck smiles on the bold as much as courtesans night where the air is sweet. Short.
What do you think?
Luck smiles on the bold, as do courtesans in the sweet night air.

mallachain
HOMONCULE
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Message  nicoleblond Lun 3 Oct 2016 - 22:55

Page 24/25

The spores of Amanita

Led by Sachem Tha'Pioca Franche Panse, the tribe of stones is-who-dancing ventured into the area of Oyanke Aliha to pick mushrooms, highly appreciated at powwows. Note that it took several bouraks to help bring gourmet amounts that could swallow alone Tha'Pioca. The area of Oyanke Aliha has lots of mushrooms, where one can find all kinds, all colors. Even more deadly is not afraid to Tha'Pioca, "it only reinforces the immunitairo-toxic defenses!" Joked you it accompanied by a laugh that characterizes it.
- Ahhhh! It's a good morning! One morning as I like! We will find mushrooms this morning!
The Sachem Tha'Pioca out of his yurt and will awaken his tribe ...
- Come On! Rise and shine! Get out of your yurt! ... But no it is not war! It's even worse! It's gnawing hunger me! We will find mushrooms! and speed!
Neither one nor two, the tribe had risen as one Aurlok and all these people left to the swamps Oyanke Aliha.

- Ugh! What mushy peas! It's even worse than usual! The fog is even thicker than the last time! Ahhhh ... We should have led one of the prisoners bearded triadic that we would release it all at once alchemical stones ...
- Tha'Pioca! Come and see there! Look what I found ...
- What is that? It was never seen like this ... Another new species? It's amazing what this area reserve surprise ... Wait! Chuttt! Voices are heard ...

Not very far away indeed, voices echoed the tribe of stone-who-dancing.
- Knight Precius, we are not very far ... We will be able to bring these famous mushrooms we asked the prioress Caelina ...
- Yes ... This place is much worse than us ... It seems familiar and strange at the same time ... We collect mushrooms and out of here!

The sound of the voice, Tha'Pioca went into a rage more terrible, and his cry was heard throughout the Oyanke Aliha region, despite the thick fog that smothered the sounds ...
- But it's not true, it is our land poking our mushrooms! Aurlok! Organized! Prepare for battle! We must reject these Avalonian! And take those weird mushrooms!

The terrible cry Tha'Pioca had frightened the Avalonian troop, men were motionless, looking Precius knight and motioning to leave behind ...
- Knight Precius, maybe we could come back another time for the picking?
- I Will Not! The priory Caelina told me a mission and we will carry it through to the end! Do not hear this cry, it's probably more bark than bite, and take care to get mushrooms!

Whoooooossssshhhhhh!
A loud noise is heard, a terrible shock wood against iron. The Precius knight was propelled several meters back, he was down, semi-conscious ...
- More bark than bite? How about now? Is there more noise or harder inside your helmet?
Tha'Pioca launched his famous legendary laugh ...


Purpose of scenario
There are 6 spores on the table and you have to control them by placing your miniatures close to spores, while managing the exploding spores.

Deployment area
Standard

Scenery elements and Alchemical components
Standard.

Objective tokens
Spores (1 inch diameter - size 1) must be placed more than 7 inches from each other, and more than 2 inches of a scenery element or a table edge.

For 2 players, each player has 3 spores. Place each one spore in turn (starting with the one who has not started the installation of components), a spore in the attacking half table, in his own half table, the third is the choice of the players.

For 3 players, each player has 2 spores. Place each spore turns (randomly determine who starts placing) in a quarter of opposing table, the second piece is the choice of the players.

For 4 players, 2 players have 2 spores and 2 players have one spore (randomly determine). Place each spore turns (randomly determine who starts placing). The 2 players with 2 spores must first place the spore in a quarter of opposing table, the second piece is the choice of the players. The two players with one spore can place the spore according to their choice.

Deployment
Standard.

Special rules
Any miniature within 3 inches of a spore is in its control area.
At the end of the 1st, 2nd and 3rd round, a spore explose and is removed from the game. At the start of round 4 and the following, it will remain 3 spores that will not burst.
The spore explose is always that which miniatures in the control area total maximum AP. If it's equal in terms of AP, we take into account the cumulative number of recruitment points. If it's a draw, it is determined the spore by a dice roll.
When a spore explose, we throw two white dice. All miniatures in its more than one inch control zone suffer damage according to the following table: 3/2/2/2/1/1.
The miniatures within one inch of the spore suffer damage according to the following table: 4/3/3/3/2/2.

Victory conditions
1) At the end of each round, once exploded spore, looking controlling each remaining spore. The player who accumulates the maximum AP and recruitment points control the spore. For each controlled spore, the player scores: 1 VP in the 1st round, 2 VP in the 2nd round, 3 VP from the 3rd round.
2) At the end of a round if a player has 15 VP or more, he wins. If several players have 15 VP or more, or if a player has lost all his miniatures, it's a draw.
3) Number of VP to win: 23.


Player review
Favorite army Khaliman Republic (Ibrahim, ifrit qaniss, ghulam, Tuareg, Ermadhi guardian, Jaraya)
This is a very interesting scenario because unlike many others, he does not favor miniatures with many AP. To control spores and score points in final, it will keep more miniatures. It will thus eliminate the opposing miniatures more than it eliminates us. The key to victory is to let the spores explode in the opponent's camp to force him to spend AP to move our camp where our miniatures kept the AP to strike. The first three rounds, it will just let a miniature (the cheapest and preferably a shooter) next to each spore our camp and send in a spore to blow in the opposite camp. Do not hesitate to pass his turn until the situation is advantageous.

Link to download spores token: www.alkemy-the-game.com/pdf/pions-spores.pdf



Page 26/27
The Harvest's Carnival of Dong-Yì

Every cycle, when the new Selene marks the beginning of autumn, the city of Dong-Yì holds their traditional Harvest carnival. This carnival is an impressive event designed to celebrate the end of the farming season and the beginning of autumn.
Though this carnival is not as renowned as the one of Yu-Cheng celebrating the beginning of winter - the season of Dao - the economic importance of the harvest has made it into a large fair where different nationalities can meet and discuss current topics.
It is a cosmopolitan event that gathers people from all corners of Mornea to buy, sell and barter their produce and products. This event is also an opportunity for these visitors to enjoy the many shows and demonstrations hosted by the city throughout the ten days of the carnival.

The traditional culmination of this Carnival is a huge parade that winds through the city streets, composed of costumed actors dressed as heroic figures of the Empire or fantastic legendary creatures. But what always impresses the visitors most are the famous chimeras of the Jade Triad - fantastic animals of surprising shapes costumed with garish and grotesque clothes; a real must see for those who have never had the chance to see the creations of the Imperial Alchemists.

Your group is currently at this Carnival to complete a trade agreement that will strengthen the growing bonds of friendship and common interest with your allies as well as simply enjoying the Carnival and its celebrations.

Like any group of foreigners in Dong-Yì, you are accompanied by an Ambassador of the Empire who is responsible for guiding you through the city, explaining its customs, and ensuring you do not wander into restricted parts of the city.

But as you were walking the streets, admiring the decorations and enjoying the scents of grilled meat and baked goods from the market stalls, you ran into a panicked crowd on the main streets of the city, fleeing from something and directly into you. You do not know what has caused this panic, but it must be something very serious!

Your immediate concern is to protect the city Ambassador assigned to guide your group. It would significantly harm your relationship with the authorities of the city if you had to report the disappearance of your guide. But you are not the only group caught up in the panicking crowd, and another group of ill-intentioned visitors seems firmly set on killing your emissary and throwing your diplomatic relations with the Empire into turmoil. You will need to act quickly to save your ambassador from this dangerous situation, or maybe even turn the tables on these enemies and beat them at their own game …


Link to download four profile cards: www.alkemy-the-game.com/pdf/carte-ambassadeur-recoltes.pdf



Purpose of scenario
We must let the opposing ambassadors while protecting his own.

Deployment area
No deployment zone.

Scenery elements and Alchemical components
Standard. No stress or half table shift to place components. Respect 4 inches between each component. Leave a space in the center of the table to place the first miniature.

Deployment
Standard. Whoever deploys first must place one of these miniatures in the center of the table. Then in turn, players place a miniature:
- Exactly 6 inches of an enemy miniature,
- More than 6 inches from other enemy miniatures,
- At least 4 inches friendly miniatures already deployed.
When a player can not deploy its remaining miniatures to 6 inches an enemy miniature, it deploys to 4 inches friendly miniatures already deployed.

Miniatures with the Stealth skill are deployed like any other. The ability strategist Fu-Nihao has no effect.

Once all the miniatures were deployed, each player chooses 3 miniatures of his choice then each randomly determines which of these three miniatures Ambassador is deployed. It is then placed in base contact with the determined miniature.

Special rules
The crowd: for the duration of the game, all miniatures are considered harmless. The miniatures with the Stealth skill, successfully covered their roll as if they were of a smaller size. So a size 2 miniature with Stealth succeed his cover on a roll of 6 or more. Size miniature 1 which already has the Stealth skill succeed covered on a roll of 4 or more.

Victory conditions
1) At the end of each round, one accumulates victory points:
- 2 VP if its ambassador has more hit points than opponents,
- Or 1 VP if its ambassador is the only one alive.
2) At the end of a round if a player has 6 VP, he wins. If several players have 6 PV, if all ambassadors are killed or if a player doesn't have any miniatures, it's a draw.
3) Number of VP to win 6.


Player review
Favorite army Cartel Sabre (Qian Jian ice tiger, 2 Avalonian recruits, 1 crossbowman Avalonian, 1 retiarius Avalonian, 1 bushwacker Avalonian, 1 Malikh meharist and 2 khergars Desert)

The principle of this scenario is to protect its ambassador while injuring the opponent, not kill him, at least not at the beginning of the game. Indeed, if you eliminate the awkwardness of the early part of the (round 1), you would keep yours for 6 laps without your opponent makes the favor if you do not want the party balance in a tie. The art is to hurt the ambassador of your opponent without killing him.

One of the most important phases is the placement and in this scenario it is even more true. When particular investment this scenario, you must keep in mind that your ambassador will be deployed randomly beside one of the three miniatures you selected. This requires that you get to "isolate" three of your miniatures in order to protect your ambassador. After placement, the miniatures look your opponent to see which can have an impact on the life of your ambassador, but also what your miniatures can attack the enemy ambassador. The start of the game is very important to put your ambassador away from your opponent especially enemy fire (covered 8 with two white dice, there are more than one in two chance of being hurt). Each start of the round, repeat the same gymnastics to evaluate the placement of the two ambassadors.
nicoleblond
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Message  mallachain Mar 4 Oct 2016 - 2:22

Edits in red
section I don't understand in green

nicoleblond a écrit:Page 24/25

The Spores of Amanita

Led by Sachem Tha'Pioca Franche Panse, the tribe of stone-who-is-dancing ventured into the area of Oyanke Aliha to pick mushrooms, highly appreciated at powwows. Note that it took several bouraks to acquire large amounts of the gourmet items that Tha'Pioca alone could savor. The area of Oyanke Aliha has lots of mushrooms, and one can find all kinds and colors. Even the most deadly ones do not scare Tha'Pioca, "it only reinforces the immunitairo-toxic defenses!" he laughingly jokes.
- Ahhhh! It's a good morning! One morning as I like! We will find mushrooms this morning!
The Sachem Tha'Pioca exits his yurt and will awakens his tribe ...
- Come On! Rise and shine! Get out of your yurt! ... No it is not war! It's even worse! It's hunger gnawing at me! We will find mushrooms! and quickly!
The tribe rises as one Aurlok and all these people leave to the swamps Oyanke Aliha.

- Ugh! What mushy peas! It's even worse than usual! The fog is even thicker than the last time! Ahhhh ... We should have led one of the bearded triadic prisoners that we would release it all at once alchemical stones ...
- Tha'Pioca! Come and see here! Look what I found ...
- What is that? I have never seen one like this ... Another new species? It's amazing what this area hides ... Wait! Chuttt! I hear voices ...

Indeed, not very far away voices echo the tribe of stone-who-is-dancing.
- Knight Precius, it is not very far ... We will be able to bring these famous mushrooms to the prioress Caelina ...
- Yes ... This place is much worse than ours ... It seems familiar and strange at the same time ... We'll collect the mushrooms and get out of here!

At the sound of the voice, Tha'Pioca went into a terrible rage, and his cry was heard throughout the Oyanke Aliha region, despite the thick fog that smothered the sounds ...
- No! This is our mushroom land! Aurlocks! Organize! Prepare for battle! We must repel these Avalonians! And keep these weird mushrooms!

Tha'Pioca's terrible cry frightened the Avalonian troop, the men were motionless, looking at Sir Precius and motioning to leave ...
- Knight Precius, maybe we could come back another time to pick?
- I Will Not! The priory Caelina sent me on a mission and we will carry it through to the end! Do not listen to this cry, it's probably more bark than bite, and remember to get mushrooms!

Whoooooossssshhhhhh!
A loud noise is heard, a terrible shock of wood against iron. The Precius knight was propelled several meters back, he was down, semi-conscious ...
- More bark than bite? How about now? Is there more noise or pain inside your helmet?
Tha'Pioca launched his famous legendary laugh ...


Purpose of scenario
There are 6 spores on the table and you have to control them by placing your miniatures close to spores, while managing the exploding spores.

Deployment area
Standard

Scenery elements and Alchemical components
Standard.

Objective tokens
Spores (1 inch diameter - size 1) must be placed more than 7 inches from each other, and more than 2 inches from a scenery element or a table edge.

For 2 players, each player has 3 spores. Each places one spore in turn (starting with the one who did not start placing scenery elements), a spore in your opponent's half of the table, one in your own half of the table, and the third is your choice.

For 3 players, each player has 2 spores. Each places one spore in turn (randomly determine who starts placing), the first in a quarter of one opponents side of the table, the second spore is the player's choice.

For 4 players, 2 players have 2 spores and 2 players have 1 spore (randomly determine). Place each spore in turn (randomly determine who starts placing). The 2 players with 2 spores must first place a spore in an opponent's quarter of the table, the second spore is the player's choice. The 2 players with 1 spore can place the spores wherever they wish.

Deployment
Standard.

Special rules
Any miniature within 3 inches of a spore is in its control area.
At the end of the 1st, 2nd and 3rd round, a spore explodes and is removed from the game. At the start of round 4 and the rest of the game, the remaining 3 spores will not burst.
The spore which explodes is always that which has the most AP of miniatures in the control area. If two or more have equal AP, use the recruitment points of the miniatures in the area. If it's a draw, the exploding spore is determined by a dice roll.
When a spore explodes, roll two white dice. All miniatures more than one inch away but still in the control zone suffer damage according to the following table: 3/2/2/2/1/1.
All miniatures within one inch of the spore suffer damage according to the following table: 4/3/3/3/2/2.

Victory conditions
1) At the end of each round, once a spore explodes, determine who controls each remaining spore. The player who has the most AP, or if AP is tied, the most recruitment points controls the spore. For each controlled spore, the player scores: 1 VP in the 1st round, 2 VP in the 2nd round, 3 VP in the 3rd round.
2) At the end of a round if a player has 15 VP or more, he wins. If several players have 15 VP or more, or if a player has lost all his miniatures, it's a draw.
3) Number of VP to win: 23.


Player overview
Favorite army: Khaliman Republic (Ibrahim, ifrit qaniss, ghulam, Tuareg, Ermadhi guardian, Jaraya)
This is a very interesting scenario because unlike many others, it does not favor miniatures with many AP. To control spores and score points, the more miniatures the better. It will thus eliminate more enemy miniatures. The key to victory is to get the spores explode in the opponent's camp to force him to spend AP to move to your camp where your miniatures have the AP to strike. The first three rounds, move a miniature (the cheapest and preferably a shooter) next to each spore in your camp and get a spore to blow in the opposite camp. Do not hesitate to pass your turn until the situation is advantageous.

Link to download spores token: www.alkemy-the-game.com/pdf/pions-spores.pdf



Page 26/27
The Harvest's Carnival of Dong-Yì

Every cycle, when the new Selene marks the beginning of autumn, the city of Dong-Yì holds their traditional Harvest carnival. This carnival is an impressive event designed to celebrate the end of the farming season and the beginning of autumn.
Though this carnival is not as renowned as the Yu-Cheng one celebrating the beginning of winter - the season of Dao - the economic importance of the harvest has made it into a large fair where different nationalities can meet and discuss current topics.
It is a cosmopolitan event that gathers people from all corners of Mornea to buy, sell and barter their produce and products. This event is also an opportunity for these visitors to enjoy the many shows and demonstrations hosted by the city throughout the ten days of the carnival.

The traditional culmination of this Carnival is a huge parade that winds through the city streets, composed of costumed actors dressed as heroic figures of the Empire or fantastic legendary creatures. But what always impresses the visitors most are the famous chimeras of the Jade Triad - fantastic animals of surprising shapes costumed with garish and grotesque clothes; a real must see for those who have never had the chance to see the creations of the Imperial Alchemists.

Your group is currently at this Carnival to complete a trade agreement that will strengthen the growing bonds of friendship and common interest with your allies as well as simply enjoying the Carnival and its celebrations.

Like any group of foreigners in Dong-Yì, you are accompanied by an Ambassador of the Empire who is responsible for guiding you through the city, explaining its customs, and ensuring you do not wander into restricted parts of the city.

But as you are walking the streets, admiring the decorations and enjoying the scents of grilled meat and baked goods from the market stalls, you run into a panicked crowd on the main streets of the city, fleeing from something and directly towards you. You do not know what has caused this panic, but it must be something very serious!

Your immediate concern is to protect the city Ambassador assigned to guide your group. It would significantly harm your relationship with the authorities of the city if you had to report the disappearance of your guide. But you are not the only group caught up in the panicking crowd, and another group of ill-intentioned visitors seems firmly set on killing your emissary and throwing your diplomatic relations with the Empire into turmoil. You will need to act quickly to save your ambassador from this dangerous situation, or maybe even turn the tables on these enemies and beat them at their own game …


Link to download four profile cards: www.alkemy-the-game.com/pdf/carte-ambassadeur-recoltes.pdf



Purpose of scenario
You must harm the opposing ambassador while protecting your own.

Deployment area
No deployment zone.

Scenery elements and Alchemical components
Standard. No stress or half table shift to place components. Leave 4 inches between each component. Leave a space in the center of the table to place the first miniature.

Deployment
Standard. Whoever deploys first must place one of their miniatures in the center of the table. Then in turn, players place a miniature:
- Exactly 6 inches from an enemy miniature,
- More than 6 inches from other enemy miniatures,
- At least 4 inches from friendly miniatures already deployed.
When a player can not deploy its remaining miniatures 6 inches from an enemy miniature, it deploys within 4 inches of a friendly miniature already deployed.

Miniatures with the Stealth skill are deployed like any other. The strategist ability of Fu-Nihao has no effect.

Once all the miniatures are deployed, each player chooses 3 miniatures of his choice then each randomly determines with which of these three miniatures the Ambassador is deployed. It is then placed in base contact with the determined miniature.

Special rules
The crowd: for the duration of the game, all miniatures are considered to have the Stealth skill. Miniatures that have the Stealth skill printed on their card, succeed on their roll as if they were a size smaller. So a size 2 miniature with Stealth succeeds on its cover roll on a 6 or more. Size 1 miniatures with Stealth skill succeed on a 4 or more.

Victory conditions
1) At the end of each round, one accumulates victory points:
     - 2 VP if your ambassador has more hit points than your opponent's,
     - Or 1 VP if your ambassador is the only one alive.
2) At the end of a round if a player has 6 VP, he wins. If several players have 6 VP, if all ambassadors are killed or if a player doesn't have any miniatures, it's a draw.
3) Number of VP to win 6.


Player Overview
Favorite army: Cartel Sabre (Qian Jian ice tiger, 2 Avalonian recruits, 1 Avalonian crossbowman, 1 retiarius Avalonian, 1 Avalonian bushwacker, 1 Malikh meharist and 2 Desert khergars)

The principle of this scenario is to protect your ambassador while injuring the opponent's, not kill him, at least not at the beginning of the game. Indeed, if you eliminate your opponent's ambassador early (round 1), you would need to keep yours alive for 6 rounds without your opponent killing him if you do not want a tie. The art is to hurt the opponent's ambassador without killing him.

One of the most important phases is deployment and in this scenario even more so. You must keep in mind that your ambassador will be deployed randomly beside one of the three miniatures you selected. This requires that you "isolate" three of your miniatures in order to protect your ambassador. After placement, you have to watch for which of your opponent's miniatures can have an impact on your ambassador and also which of your miniatures can attack the enemy ambassador. At the start of the game it is very important to keep your ambassador away from your opponent, especially enemy fire (cover 8 with two white dice - there is more than a one in two chance of being hurt). At the start of each round, repeat the same gymnastics to evaluate the placement of the two ambassadors.

mallachain
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Message  Vegabond Mar 4 Oct 2016 - 22:06

Suggestions in Blue.

mallachain a écrit:Edits in red
Section I don't understand in green

Page 18/19

Episode 7: Under the Fog  <- To match page 5 and keep the "Under" naming

Purpose of scenario
Your emissary must view as many of your opponents miniatures as possible while keeping your miniatures hidden from your opponent's emissary.

Deployment area
None.

Scenery elements
It is recommended to use the maximum number of scenery elements, of any size, to hide your miniatures during the game. A scenery element should be placed more than 3 inches away from another scenery element.

Alchemical components
The components must be placed in contact with a scenery element and more than 4 inches from another component.

Deployment
The player who begins deployment places a miniature at the center of the table. Then each miniature must be deployed so as to:
- Be less than 6 inches from at least one friendly miniature,
- Be more than 4 inches from all enemy miniatures already deployed.

Special rules
For a miniature to be hidden, it must fulfill the following conditions:
- No enemy miniature has line of sight to it,
- If one or more enemy miniatures has line of sight to it, it must be more than 16 inches away,
- If your miniature is on watch with at least one AP, enemy miniatures that have line of sight to it must be more than 8 inches away.

Emissary: 3 AP, MVT 5 / - / 12. It is deployed with your miniatures.

Hidden miniatures are considered to be on watch at the end of the round even if they don't have AP.

Victory Conditions
1) At the end of each round:
     - For each enemy miniature your emissary has line of sight to (unless they are hidden): 1 VP,
     - For each enemy miniature your emissary has line of sight to and is within 8 inches: 1 extra VP,
     - For each of your hidden miniatures: 1 extra VP.
2) At the end of a round if a player has 22 VP or more, he wins. If both players have 22 VP or more, or if a player has lost all his miniatures, it's a draw. <-This wording needs to be the same at the end of each scenario.
3) Number of VP to win: 44.

Link to download the PDF file of the entire book tokens:
www.alkemy-the-game.com/pdf/pions-total.pdf

Vegabond
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Message  Vegabond Mar 4 Oct 2016 - 22:16

Suggestions in Blue.

mallachain a écrit:Edits in red
Section I don't understand in green

Page 20
Control Jin posts

Player overview
Favorite army: Triad (Captain Lee Ping, 4 militia lancers, 3 triadic guard, triadic sergeant of the guard)
The scenario with which most players were introduced to the game! This scenario can pose moral dilemmas: dislodge the opponent who controls a jin post or risk losing your own? I like this scenario because it is simple, timeless and more tactical than it seems! The trick to winning? Do not concentrate on all three jin posts, focus only on two (the center and one other)!


The scouts reported: in the heart of the maze of red rocks which you are traveling through are several jin posts in a small canyon. Your company has orders to establish a fortified camp to control access. These jin posts indicate the presence of significant resources of alchemical stones, so it is crucial that they are controled. At the edge of an escarpment of this telluric maze, you finally see them, nestled in the hollow of a gorge eroded by a small stream. But they are not alone and you first have to get rid of these marauding Aurloks before establishing an outpost.

Purpose of scenario
There are 3 jin posts and you and your opponent are trying to control them.

Placement of objectives
Players place 3 Jin posts (1 inch diameter - size 1). A jin post on the center of the median line and two jin posts on either side, 7 inches from the center post.

Deployment area
The entire edge,9.5 inches from the center.

Scenery elements and alchemical components
Standard.

Deployment
Standard.

Special rules
Jin post: are considered neutral in the early game. A miniature less than 1 inch from a neutral jin post may spend 2 AP to take control of it. If the jin post is under the control of an opposing player, it becomes neutral instead.

Control of a jin post does not require any miniature to remain nearby. You retain control until an opponent neutralizes the Jin post. A jin post can switch allegiance multiple times during the game even during the same round.

Victory Conditions
1) At the end of each round, the player who controls the most jin posts wins 1 VP.
2) At the end of a round if a player has 3 VP, he wins. If a player has no miniatures left, it's a draw.
3) Number of VP to win: 3.

Vegabond
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Message  Vegabond Jeu 6 Oct 2016 - 23:50

Suggestions in Blue.

mallachain a écrit:Edits in red

Chests
You managed to track down Alarig. Under threats of injury, he revealed where he had hidden his valuables. A chest, hidden in a hollow tree in a forest clearing. Once you arrive in the clearing, you realize that Alarig has fooled you: there are three hollow trees with chests. And it seems he did not give this information only to your company...

Player Overview
Favorite army: Triad (Captain Lee Ping, Alchemist of the School of Long Breath, 3 Militia Lancers, Inquisitor of the Dragon Guard, 1 Shadow)
Unlike the jin posts scenario, you don't get points for being the last to control a chest, you want to be the first to unlock it. It will often be synonymous with victory as long as your opponent does the same. My advice is to try and place miniatures with many AP on an objective so they can pick it with 2 AP when activated, then use the other to prevent your opponent from doing the same thing. Beware of the smart opponents who expect you to do all the work to pick the locks and open the chests.

Purpose of scenario
There are 3 chests. You have to pick the locks on the chests to score points and try to stop your opponent from doing the same.

Placement of objectives
Players place 3 chests (1 inch diameter - size 1). Place a chest in the center of the median line and two chests on either side, 7 inches from the center chest.

Deployment area
9.5 inches from the center line.

Scenery elements and alchemical components
Standard.

Deployment
Standard. Once deployment is done, players randomly assign a value to each chest: 5, 6 and 7.

Special rules
Chests: each chest is neutral in the early game.

Pick a lock: during the game, a miniature at least 1 inch or less from chest may spend 1 AP to pick it's lock. The same miniature can not spend 2 AP in a row during its activation to pick a lock. The last player to pick a lock controls the chest.

Open chest: each chest has a value that indicates how many times it's lock must be picked before opening.
Whenever a miniature spends 1 AP to pick a lock, the value of the chest decreases by 1. When the value is 0, the chest is opened. Once opened, the chest remains controlled by the force that opened it.

Trap: when the value of a chest reaches 0, roll a number of white dice equal to its initial value. For each mace symbol indicated on the dice, all the miniatures within 1 inch or less from chest suffer 1 DAM.

Victory Conditions
1) At the end of each round, the players determine which of them control each chest. Victory Points are accumulated as follows: 1 VP per locked chest, 2 VP per open chest.
2) At the end of a round, if a player has 7 VP or more, he wins. If several players have 7 VP or more, or if a player doesn't have miniatures, it's a draw.
3) Number of VP to win: 12.

Vegabond
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Message  nicoleblond Jeu 6 Oct 2016 - 23:56

Page 28/29
The collection of stones


The Xi Yi informant was adamant. Past the misty mountains, about fifty miles northwest, near the border, he had seen many Avalonian search the ground.
- "The place is covered with a large number of stones, it appears".

The temptation was too great. We left in the morning, when the fog still covered the plains and the sun was struggling to get up. Our horses were launched at a gallop, we reached the woods monkeys at noon enjoying the meal to rest the horses a moment.
The day ended as we arrived at the approach of the misty mountains. It was necessary to install a camp for the night, with guard towers, to ensure that the enemy does not surprise us at night. We were close to the Avalonian border and we were constantly with danger.
Installed in my tent, I fell asleep thinking about my return to the city of Xi Yi, bringing many alchemical stones, and all the glory and advancement as I could get.

The next morning, I felt courage to shoot down any enemies appearing on the battlefield. We rode back along the misty mountains to arrive in the late afternoon on the plain described by our informant, on the edge of the Avalonian border.
One of my warriors scouting party returned with this news:
- "I spotted the place, Captain The land seems marked and I feel that there is a very large amount of alchemical stones I have not been able to pick because they are buried in the.. soil ".

The outcome was close, we can go take our booty and leave as soon as this dangerous place, at the limit of Avalonian land. Only ... it seemed that we are not only to know this place ...
The ride was not going to be a simple collection and had to battle while recovering the maximum alchemical stones before harvesting glory and advancement ...

Purpose of scenario
There are stones on each element (water, earth, fire, air) and must pick them up, while trying to collect three stones of the same element.

Deployment area
Standard.

Scenery elements and alchemical components
Standard.

Objectives Token
Use markers (or other) for stones to differentiate the alchemical components.

For 2 players, each player takes two stones of each element (water, earth, fire, air).

For 3 players, each player takes one stone of each element and 1 additional stone choice. Randomly determine which player takes the last stone (it will be the player in table 1 below).

For 4 players, each player takes one stone of each element.

Randomly determine who starts to place the stones. It begin to place the stones on both lines was located 2.5 inches from the center line, then the two lines 7.5 inches.

A line must be complete before starting the next. Each line must contain a stone of each element, with a distance of at least 5 inches between each stone.

The players place their stones alternately posing as indicated below:
Part for 2 players 3 players 4 players
1st line, players 1 2 1 2 1 2 3 1 1 2 3 4
2nd line, players 2 1 2 1 2 3 1 2 2 3 4 1
3nd line, players 1 2 1 2 3 1 2 3 3 4 1 2
end line, players 2 1 2 1 1 2 3 1 4 1 2 3

Link to download sixteen stones:
www.alkemy-the-game.com/pdf/collect-token.pdf

Deployment
Standard.

Special rules
- During the first round, it is not possible to take the stones located on the near line deployment area,
- A miniature within 1 inch of the stone can take by spending 1 AP. Place the stone on the profile card of the miniature,
- A miniature can wear only one stone per turn,
- The collected stones can not be used by alchemists.

The stones that are on the profile cards are collected at the end of the round, they are removed from play and set aside.
If a miniature with a stone is injured before the end of the round, it let the stone it takes place:
- In contact with its base and that of her attacker (or placed between the two bases in case of long reach skill),
- In contact with the base of the injured figure (the wish of the player controlling the miniature) when shooting or alchemy.

If a miniature with a stone is killed before the end of the round, the stone is placed where was the base of the miniature.

Victory Conditions
1) the end of each round:
      - The player who collected the most stone IN ROUND win 1 VP. Put harvested stones aside,
      - The player has 3 stones (harvested in all rounds) of the element win 2 VP (cumulatively on each round).
    Example: 2nd round, Alain picked up four stones and Bernard picked up two stones, Alain score 1 VP since raised over stone in the 2nd round. The stones are set aside and are added to those already collected by each player in the first round. Alain has 3 stones waters, he scores 2 additional VP.
2) At the end of a round if a player has 6 VP or more, he wins. If several players have 6 PV or more, or if it remains only a single player with miniatures, it's a draw.
3) Number of VP to win: 14.


Player Review
Favorite Army: Clan Walosi (Pitekica spirit-shaman of Ostiliha, toad medicine shaman, 3 toad thunder-warrior, 3 toad wind-warrior, 2 toad hiver-throwers)
The key scenario is to retrieve three stones of the same color. If you do, this is the first step towards victory.
The first point to discuss is the positioning of the stones. You must to anticipatee on deploying your miniatures and then they move. The miniatures with 3 and 4 AP will be able to collect stones near the median line in the 1st round, while miniatures with 2 AP must move to position itself in the 2nd round, and retrieve stones too. So, place the stones to create a kind of path to your miniatures.
The other key is that we must prevent your opponent from recovering three stones of the same color, it seems obvious but it is not as simple to apply. In case you have the advantage on the scenario, feel free to pass, to let your opponent take the stones to come to hurt him then he drops them.
To keep the stones acquired by your miniatures throughout a round, enjoy the scenery element or forecast miniatures that can recover the stones of your wounded miniatures.




Page 30/31
Funds transport


The chance was too good, Alarig could not believe it.

For once, he had done well to stay sober. Quietly leaning on the small side of the shop of the winemaker, he had allowed himself to doze off listening to the ramblings ethyl soldiers of the patrol. It was about a trafficker they had stopped on the rocky plateau. They ran after him for over an hour in the sun without succeeding in her hands on it until a rafter decided to end the pursuit. With each cup, discussion was animated a little more about the merchandise they had failed to find. Each fire hose there was his theory and, more wine flowed over the goods disappeared mysteriously. More spirits became heated and the price climbed.

After an hour of listening, Alarig was fully awake. He wanted to be sure and headed east. For having borrowed many times, he knew the byways that roamed those who wanted to remain discreet.

- Not so sure that the smuggling trails, finally, he said, thinking of the unfortunate end of the trafficker.

In the late afternoon, the wind had put on weight and raised enough dust to erase the traces that the trader could have left on the rocky ground. Alarig loosely followed a steep path along the cliff, and another above on the board. Dry throat, he shrugged his shoulders and turned around hoping that the soldiers would not have already emptied the barrel.

The turning of a skinny bush Alarig comes face to face (or rather nose canvas) with a nice sized bag securely tied and damn heavy.

- It is my opinion that the recruits should be drunk now, before they start their patrol to miss this bag if they have been there.

Observing more closely around him, he then discovered two others in a few strides. He was not able to bring this alone.

He needed help.

Yes, help and quickly. The trafficker does not work alone and its partners must already be hunting ...


Purpose of scenario
There are three treasures in the center of the table and each player begins the game with 1 treasure. You have to get the treasure by opposing table sides.

Deployment area
Standard.

Objectives Token
Three Treasures (1 inch diameter, size 0) are placed on the center line of the table, a center and two spaced 7-inch edge to edge.

Scenery elements and alchemical components
Standard.

Deployment
Standard. Once deployment finished, each player places a treasure in contact with its side table, or on the ground, or carried by a miniature if it is in contact with the table edge. You can place the marker on the bottom of the holder.

Special rules
Pick up a treasure:
- Take a treasure becomes binding at a walking action and can not be accomplished in a reaction,
- A treasure can be taken on land or in the hands of a non-engaged in combat friendly miniature. To collect the treasure, the base of the miniature must be in contact with the treasury or the holder at the beginning or the end of his walk. It is impossible to take a treasuring while walking.

Carry a treasure:
- A model can carry only treasure at once,
- A figure carrying a treasure can offload in at any time of its activation, or when a battle is initiated against it,
- A Holder may only make racing and walking action (no commitment, charge attack, shooting, concentration, alchemy, entanglement etc ...) and will move with him only 11 inches maximum per round. During its movement, however, a carrier may offload its treasure and continue to move,
- In combat, a carrier automatically plays CC "Inactive" unless he drops to announce the treasure ground when combat is initiated against him,
- Finally, a figurine wishing to act against the wearer has a +2 bonus to its Spirit roll.

Drop a treasure:
A carrier is offloading its treasure the floor space in contact with its base. If the wearer is killed, the treasure is placed at the spot where the miniature was. If the floor installation is impossible (the miniature is completely surrounded), the treasure is placed under the carrier of the base and anyone less than an inch can pick it up as if he was in contact.

Victory conditions:
1) At the end of each round, if a miniature wearing a treasure is standing and in contact with the opposing side table without being in combat, the treasure is removed from the game and the player gets 1 VP.
2) At the end of a round if a player has 3 PV or more, wins. If several players have 3 PV or more, or if it remains only a single player with miniatures, it's a draw.
3) Number of VP to win: 5.


Player review
Favorite army: Kingdom of Avalon (Leodegarius, colossus, 1 retiarius, 1 crossbowman, knight-errant, 1 recruit)
Funds transport is a scenario of collection and transport. We must pick up and carry three chests into the opponent's deployment zone. The approach to the scenario will depend greatly on the list and played faction. This is what makes the charm of this scenario!

The placement and management of chests are paramount. Do not hesitate to let the chest to defend until the allied miniatures come, rather than from head-on into the box. Conversely, there may be no hesitation either to roll with the punches (if one is sure of not dying of course) in order to conduct the ultimate goal. It all depends on the situation, and every choice will be heavy consequences!

Five chests is a lot. The pitfall to avoid is to focus on all the chests. Better to make three even leave two to the opponent. As long as he is missing, he can not win and miniatures will be occupied elsewhere!

Link to download the PDF file of the entire book tokens:
www.alkemy-the-game.com/pdf/pions-total.pdf



Page 32/33
Fooprints


Am'n Ayassarr... It haunts me for almost 3 seasons ... Not a single day without that name comes to mind... In the desert Asfar... forests... the mountains... the cities I've been through... I thought I saw his shadow ten times... a hundred times.. a thousand times... around a tree, a bush, behind a rock, lane dark... He never left me for a moment ...

Yet I have traveled the plains, many plains, defended many people accused of crimes wrongly, sometimes unsheathe weapons when it was necessary to do it... But behind every saved person, behind each case solved, there was this shadow and the name... Am'n Ayassarr...

Whatever the season, the day, time, location, time of day, the shade was present from the awakening until bedtime ... and even during each night ... not a night without reliving this horrible nightmare in pictures and cries ...

How could I forget the name of this ifrit pyritin who massacred mine? How could I forget this demonic form that decimated my wives and my childrens? Impossible... Maybe I should find rest when I had found Am'n Ayassarr and would have eliminated? Maybe not...

Nevertheless, recent events in Penitentiary of the Tooth gives me hope to trace this monster that I lost... The prisoners were released by a pyritin ifrit named Am'n Ayassarr. I have to go there to investigate and find clues that will allow me to challenge him...

Again, I travel the plains of Tahub Abid, the caliphate of the White Robe. Cold, ice, snow, tundra are all elements inhospitable, no wonder that these lands are uninhabited ... Strange, because I noticed traces for days ... No animal tracks, but traces khalimanes, Aurloks and human. What can a group in these countries? Do I not only have motivation to go to the Penitentiary of the Tooth?

Other oldest traces... Only khalimanes... and this one... It's too big for a Khaliman... It is the footprint of Am'n Ayassarr! I am sure! But he is not alone, there are others with him... I really need to go as quickly as possible Penitentiary of the Tooth to learn benefits...

Ibrahim Ibn Suleman


Player review
Favorite army: Kingdom of Avalon (Lotharius, country priest, 3 recruits, 1 crossbowman, 3 novices)
On this scenario, it is question of investment and control, this is the impression that has most of AP that will be revealed on each line. We know where the footprints in the attacking half table. We must try to make sure to be one that will reveal the score to 6 points win over the 9 needed while protecting the table aside. For the last 3 points, no more than check the footprints on his side and be lucky to find the index mark. To win the game, it will show when a delay index footprint is controlled via turn, where anticipation to thwart the plan of your opponent.

Purpose of scenario
There are footprints on the whole table. You must collect. Some are marked and relate most victory points.

Objectives token
Players place a grid of 16 footprint markers whose four rows and four columns are spaced 6 inches. The grid is centered in the middle of the table as shown in the diagram.
Secretly, each player will take an footprint on each line located at the opponent, make an index mark on the back and rest in his place. There will be four index prints, one per line.
For 2 players, choose the 2 footprints of the opposing side.
For 3 players, the 3rd player chooses 2 footprints of the opposing side. Players 1 and 2 choose a footprint of the opposing side (randomly determine).
For 4 players, players choose a footprint on the opposing side (randomly determine).

Deployment area
Standard.

Scenery elements and alchemical components
Standard.

Deployment
Standard.

Special rules
The miniatures within 1 inch of footprint are in his area of control.
At the end of each round, a footprint may be shown for each line parallel to the centerline. The footprint will have the greatest figures of AP in its control area will be revealed. If it's a tie with another footprint the same line is the one that will be more recruitment of points that will be revealed. If still a tie, pulling the dice.

The footprint to be controlled by the player who has the most AP on the footprint. If it's a tie, the one that most recruitment points. If still equal, the footprint is not revealed.

The alchemists have intuition to find footprints. They account for one additional AP to count the AP to see what will be the footprint revealed, as well as for the calculation to find out who wins the VP.

Victory Conditions
1) At the end of each round, you look who controls each of footprints that has just been revealed. Each footprint controlled, if an unmarked footprint, the player scores 1 VP. If it is an index mark, the player scores 3 VP.
2) At the end of a round if a player has 9 PV or more, wins. If several players have 9 PV or more, or if it remains only a single player with miniatures, it's a draw.
3) Number of PV to win: 19.

Link to download the sixteen footprints token:
www.alkemy-the-game.com/pdf/pions-empreintes.pdf

Link to download the PDF file of the entire book tokens:
www.alkemy-the-game.com/pdf/pions-total.pdf





Page 34/35
The City lights


Citizen Council of the City-Port Crepuscule has created a lighting system throughout the city, in order to maintain the lit streets at night. Since this lighting system has been set up, crime has fallen... at least the night... Obviously, these lights inflame lust, and the caliphs or leaders of other city-port of the Canal would like to install such a system in their city, not to be outdone, and to show that their city is just as beautiful... Thus we see more and more came alchemists cities-port neighbors, to study this complex plumbing system powered by alchemical stones, which can be bought very easily at Crepuscule, unique in Mornea.
However, Crepuscule has that architectural feature, pipes that cross and crisscross back and forth along the buildings, giving the impression of "open-air laboratory." It is difficult to locate and remake the pipe network in another city-port.
But things do not happen in a day, and before covering the whole city light to the colors of the alchemical stone, it is already to test and successfully master the alchemy associated with these long pipes after which are stored alchemical stones.

Purpose of scenario
There are 4 streelights and you must inform using alchemical stones.

Objectives token
Players place four streetlights (1 inch diameter - size 4) 7 inch apart (see diagram). Each player takes one token of each element (water, air, earth and fire) and poses next to each streetlight (randomly determine to know who starts). Players can not have the same element on a streelight.

Deployment Arrea
For 2 players, the deployment areas are more than nine inches from the midline.
For 3 or 4 players, the deployment areas are 6 x 3 inches and are centered (see diagram).

Scenery elements and alchemical components
Standard.

Deployement
Standard.

Special rules
Streelights: at the beginning of the game, the streelights are off.

Gather stones: the land is filled with alchemical stones. A miniature may pick up an alchemical stone (any item) for 1 AP, it may pick up as she wants. The player secretly notes on the back of the card he picked up the stone (W for Water, E for Earth, F for Fire and A for Air). When spending the stone, it shows the back of the card with the letter. At any time, indicate to the opponent the number of stones that a miniature has if it so requests.

Illuminate a streetlight: a miniature within an inch or less of a streetlight may spend 1 AP with an alchemical stone that it possesses. The stone must be spent the same element as one of those next to the streetlight.
The miniature increases or decreases the light of the lamp. Place spent token near the streetlight when you increase the light of the lamp. Remove token element when you decrease the light. The stone used is lost.

The alchemists: they can use the stones they have by spending 1 AP switch to turn on the streetlights. They can use the stones they collect to use or improve their formulas. And thanks to their concentration, they can illuminate remote lamps (required line of sight). 1 concentration level can illuminate a lamp to 3 inches, 6 inches to 2 levels, 9 inches to 3 levels and 12 inches to level 4.

Victory conditions
1) At the end of each round, you score 1 VP by streetlight for which you have more than your opponent token element.
2) At the end of a round if a player has 6 VP or more, he wins. If several players have 6 PV or more,or if it remains only a single player with miniatures, it's a draw.
3) Number of VP to win: 9.

Link to download the 4 streelights and alchemical stones
www.alkemy-the-game.com/pdf/pions-lumieres.pdf

Player review
Favorite Army: Kingdom of Avalon (Deacon Leodegarius, country priest, two recruits, two crossbowmen, 2 retiarius)
We must try to get a list with two alchemists. The bonus given to these permits to stay bundled while having the ability to enable more distant streetlights with alchemists. They will still, against 1 AP, obtain stones.
The placement of elements on streetlights is important. Try placing your faction member on one of the two streetlight from the center and after your opponent has placed his. You can counter by placing your item in the same place at the center. Similarly place the favorite element of the opponent on a streetlight at the ends.
Placing components on the sets is important. Wherever possible, we need your alchemists able to pick up on the first lap at the end of an action and focus from the start of the game.
Do not hesitate to pick up a component with all your miniatures to go to the center and fall rapidly over the opposing alchemist.
nicoleblond
nicoleblond
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Message  Vegabond Ven 7 Oct 2016 - 1:25

Suggestions are in Blue.

mallachain a écrit:Edits in red
Section I don't understand in green

Page 22/23
Market of the Horn

This devil Alarig did not look like much, but in the end he managed to play all of us and was gone. Therefore, we are unable to lay our hands on the treasures he took. By Dao, his findings were to assert their weight Daomings, judging the crowd that he had at his heels.
The prospect of returning empty handed from our search and having to justify to the judge who authorized the hunt didn't delight us much. Especially Captain Lu Chi-Pan. He was told that if he succeeded in the mission, he would have been entitled to a Jade load. <- Would this be a Marque of Jade?

It was clear to us that the chances of finding the Avalonian were as small as holding a courtesan in XI Yì's Flower Quarter. But Dao is my witness: Luck smiles on the bold. As much as courtesans night where the air is sweet. Short.

Imagine On our way back to XI Yì, we stopped at the large market of the Horn before taking the path through the wood of the Apes. Guess who was there, sitting at a stall of wine? Alarig, sipping a little nectar.
Our company rushes at him en mass, while he runs off like a rabbit. seeing out advance.

The chase through the fair and market stalls was made more difficult as hunger gripped us and
the smells of food and treats offered here and there didn't allow us to focus on the race.

Finally, we were closing the gap that separated us from him; afternoons spent lounging certainly have kept him in shape.

Just as we were about to catch him, he was attacked by a hooded bandits. In less time that it takes to empty a drink, the bandits gave him a second smile, stole his coin pouch and vanished as quickly as they appeared.

As we rushed to the fugitive, he gave his last breath in a bloody gurgle. The only comprehensible words we heard were: arggg ... ... lodge ... of ...

Militia Lancer Yù Ban at a party at the Turtle Counter.

Purpose of scenario
The board is divided into 9 different neighborhoods rated from A to I. These neighborhoods are 8x8 inches each and are placed on either side of the median line (neighborhoods D, E and F are placed straddling the center line). You score victory points by controlling neighborhoods.

Deployment area
Standard.

Scenery elements and alchemical components
Standard.

Deployment
Standard.

Special rules
If a miniature is astride several neighborhoods, the player must indicate at the end of its activation of it in which neighborhood he chooses to be. A miniature on watch on horseback that is reactivated during the round can choose to change neighborhoods.

Victory Conditions
1) At the end of each round, each player adds the AP value and the recruitment points for all the figures he controls in each neighborhood. The player with the highest total controls the neighborhood.
2) At the end of a round if a player has 20 VP or more, he wins. If several players have 20 VP or more, or if a player doesn't have miniatures, it's a draw.
3) Number of VP to win: 37.

Value of neighborhoods controlled for 2 players:
- 1 VP for neighborhoods in your deployment area (A, B and C for player 1, G, H and I for player 2)
- 2 VP for neighborhoods in the center area (D, E and F)
- 3 VP for neighborhoods in your opponent's deployment area (G, H and I for player 1, A, B and C for player 2).

Value of neighborhoods controlled for 3/4 players:
          Player 1 Player 2 Player 3 Player 4
- 1 VP       ABC      CFI      GHI    ADG
- 2 VP       DEF      BEH     DEF    BEH
- 3 VP       GHI      ADG    ABC    CFI

Advice for the scenario:
Place 4 tokens forming an 8 inch square centered on the board to delineate neighborhoods.

Link to download tokens:
www.alkemy-the-game.com/pdf/pions-marche-corne.pdf

Link to download the PDF file of the entire book tokens:
www.alkemy-the-game.com/pdf/pions-total.pdf

Player overview
Favorite army: Kingdom of Avalon (Knight Legate Garlan de Brall, Countryside Priest, 1 Crossbowman, 1 Templar, 2 Recruits, 1 Retiarius)
This is one of my favorite scenarios because it requires miniature management and the proper use of action points. All factions can benefit from this scenario with popular lists, high displacement lists, high cost of recruitment lists...
Please note, the number of points to win is small, accordingly, the risk of a draw is high and there is little room for improvisation. To win, you must prevent your opponent from placing his miniatures where he wants. It is better to wait and pass your turn than perform a useless or counterproductive action. Anyway, you can not control everything, so choose carefully which places to occupy and miniatures to attack.[/color]

Vegabond
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Message  nicoleblond Lun 10 Oct 2016 - 22:58

mallachain a écrit:Page 24/25
The Spores of Amanita

- Ugh! What mushy peas! It's even worse than usual! The fog is even thicker than the last time! Ahhhh ... We should have led one of the bearded triadic prisoners that we would release it all at once alchemical stones ...
- Tha'Pioca! Come and see here! Look what I found ...
- What is that? I have never seen one like this ... Another new species? It's amazing what this area hides ... Wait! Chuttt! I hear voices ...
We want to say that bearded triadic prisoners (alchemist of the long breath) could clear the fog by using alchemical stones.

Could we say:
We should have led one of the bearded triadic prisoners, he would release it all at once alchemical stones...
or
We should have led one of the bearded triadic prisoners, he could clear the fog by using alchemical stones.

mallachain a écrit:
Page 26/27
The Harvest's Carnival of Dong-Yì

Scenery elements and Alchemical components
Standard. No stress or half table shift to place components. Leave 4 inches between each component. Leave a space in the center of the table to place the first miniature.
There is no constraint half or quarter table to place components.



vegabond a écrit:Page 22/23
Market of the Horn

This devil Alarig did not look like much, but in the end he managed to play all of us and was gone. Therefore, we are unable to lay our hands on the treasures he took. By Dao, his findings were to assert their weight Daomings, judging the crowd that he had at his heels.
Mallachain didn't understand too.
nicoleblond a écrit:We want to say treasures ("findings" because character don't know if it's a treasure, money, alchemical components or other things) of Alarig must assert expensive (provided that the heavy weight of a trunk Daoming), and there is many people (crowd) runs after him.
mallachain a écrit:Now I understand! Let's use: By Dao, judging by the crowd on his heels, he must have stolen enough to fill a Daoming trunk.


vegabond a écrit:The prospect of returning empty handed from our search and having to justify to the judge who authorized the hunt didn't delight us much. Especially Captain Lu Chi-Pan. He was told that if he succeeded in the mission, he would have been entitled to a Jade load. <- Would this be a Marque of Jade?
nicoleblond a écrit:It's an expression, "charge de jade" in French. It's a rewarding when Jade's people accomplish an achievement.
I think we say:
... He was told that if he succeeded in the mission, he would have been entitled to a Jade rewarding.
What do you think?
mallachain a écrit:Close. it should be: He was told that if he succeeded in the mission, he would have been entitled to a Jade reward.
Maybe it's marque of jade?


vegabond a écrit:It was clear to us that the chances of finding the Avalonian were as small as holding a courtesan in XI Yì's Flower Quarter. But Dao is my witness: Luck smiles on the bold. As much as courtesans night where the air is sweet. Short.
nicoleblond a écrit:We want to say courtesans smile to bold (as much lucky) when the air is sweet.
Maybe we can remove point.
But Dao is my witness: Luck smiles on the bold as much as courtesans night where the air is sweet. Short.
What do you think?
mallachain a écrit:Luck smiles on the bold, as do courtesans in the sweet night air.
nicoleblond
nicoleblond
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Message  mallachain Mar 11 Oct 2016 - 2:29

nicoleblond a écrit:
mallachain a écrit:Page 24/25
The Spores of Amanita

- Ugh! What mushy peas! It's even worse than usual! The fog is even thicker than the last time! Ahhhh ... We should have led one of the bearded triadic prisoners that we would release it all at once alchemical stones ...
- Tha'Pioca! Come and see here! Look what I found ...
- What is that? I have never seen one like this ... Another new species? It's amazing what this area hides ... Wait! Chuttt! I hear voices ...
We want to say that bearded triadic prisoners (alchemist of the long breath) could clear the fog by using alchemical stones.

Could we say:
We should have led one of the bearded triadic prisoners, he would release it all at once alchemical stones...
or
We should have led one of the bearded triadic prisoners, he could clear the fog by using alchemical stones.
This one works best.

nicoleblond a écrit:
mallachain a écrit:
Page 26/27
The Harvest's Carnival of Dong-Yì

Scenery elements and Alchemical components
Standard. No stress or half table shift to place components. Leave 4 inches between each component. Leave a space in the center of the table to place the first miniature.
There is no constraint half or quarter table to place components.
How about: Components may be placed on any scenery elements on any part of the table.


nicoleblond a écrit:
vegabond a écrit:Page 22/23
Market of the Horn

This devil Alarig did not look like much, but in the end he managed to play all of us and was gone. Therefore, we are unable to lay our hands on the treasures he took. By Dao, his findings were to assert their weight Daomings, judging the crowd that he had at his heels.
Mallachain didn't understand too.
nicoleblond a écrit:We want to say treasures ("findings" because character don't know if it's a treasure, money, alchemical components or other things) of Alarig must assert expensive (provided that the heavy weight of a trunk Daoming), and there is many people (crowd) runs after him.
mallachain a écrit:Now I understand! Let's use: By Dao, judging by the crowd on his heels, he must have stolen enough to fill a Daoming trunk.


vegabond a écrit:The prospect of returning empty handed from our search and having to justify to the judge who authorized the hunt didn't delight us much. Especially Captain Lu Chi-Pan. He was told that if he succeeded in the mission, he would have been entitled to a Jade load. <- Would this be a Marque of Jade?
nicoleblond a écrit:It's an expression, "charge de jade" in French. It's a rewarding when Jade's people accomplish an achievement.
I think we say:
... He was told that if he succeeded in the mission, he would have been entitled to a Jade rewarding.
What do you think?
mallachain a écrit:Close. it should be: He was told that if he succeeded in the mission, he would have been entitled to a Jade reward.
Maybe it's marque of jade?
I like that. ...he would have been entitled to a Marque of Jade.

nicoleblond a écrit:
vegabond a écrit:It was clear to us that the chances of finding the Avalonian were as small as holding a courtesan in XI Yì's Flower Quarter. But Dao is my witness: Luck smiles on the bold. As much as courtesans night where the air is sweet. Short.
nicoleblond a écrit:We want to say courtesans smile to bold (as much lucky) when the air is sweet.
Maybe we can remove point.
But Dao is my witness: Luck smiles on the bold as much as courtesans night where the air is sweet. Short.
What do you think?
mallachain a écrit:Luck smiles on the bold, as do courtesans in the sweet night air.

mallachain
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Message  nicoleblond Mar 11 Oct 2016 - 8:05

I think you miss new translations



Page 28/29
The collection of stones


The Xi Yi informant was adamant. Past the misty mountains, about fifty miles northwest, near the border, he had seen many Avalonian search the ground.
- "The place is covered with a large number of stones, it appears".

The temptation was too great. We left in the morning, when the fog still covered the plains and the sun was struggling to get up. Our horses were launched at a gallop, we reached the woods monkeys at noon enjoying the meal to rest the horses a moment.
The day ended as we arrived at the approach of the misty mountains. It was necessary to install a camp for the night, with guard towers, to ensure that the enemy does not surprise us at night. We were close to the Avalonian border and we were constantly with danger.
Installed in my tent, I fell asleep thinking about my return to the city of Xi Yi, bringing many alchemical stones, and all the glory and advancement as I could get.

The next morning, I felt courage to shoot down any enemies appearing on the battlefield. We rode back along the misty mountains to arrive in the late afternoon on the plain described by our informant, on the edge of the Avalonian border.
One of my warriors scouting party returned with this news:
- "I spotted the place, Captain The land seems marked and I feel that there is a very large amount of alchemical stones I have not been able to pick because they are buried in the.. soil ".

The outcome was close, we can go take our booty and leave as soon as this dangerous place, at the limit of Avalonian land. Only ... it seemed that we are not only to know this place ...
The ride was not going to be a simple collection and had to battle while recovering the maximum alchemical stones before harvesting glory and advancement ...

Purpose of scenario
There are stones on each element (water, earth, fire, air) and must pick them up, while trying to collect three stones of the same element.

Deployment area
Standard.

Scenery elements and alchemical components
Standard.

Objectives Token
Use markers (or other) for stones to differentiate the alchemical components.
For 2 players, each player takes two stones of each element (water, earth, fire, air).
For 3 players, each player takes one stone of each element and 1 additional stone choice. Randomly determine which player takes the last stone (it will be the player in table 1 below).
For 4 players, each player takes one stone of each element.
Randomly determine who starts to place the stones. It begin to place the stones on both lines was located 2.5 inches from the center line, then the two lines 7.5 inches.
A line must be complete before starting the next. Each line must contain a stone of each element, with a distance of at least 5 inches between each stone.

The players place their stones alternately posing as indicated below:
Part for 2 players 3 players 4 players
1st line, players 1 2 1 2 1 2 3 1 1 2 3 4
2nd line, players 2 1 2 1 2 3 1 2 2 3 4 1
3nd line, players 1 2 1 2 3 1 2 3 3 4 1 2
end line, players 2 1 2 1 1 2 3 1 4 1 2 3

Link to download sixteen stones:
www.alkemy-the-game.com/pdf/collect-token.pdf

Deployment
Standard.

Special rules
- During the first round, it is not possible to take the stones located on the near line deployment area,
- A miniature within 1 inch of the stone can take by spending 1 AP. Place the stone on the profile card of the miniature,
- A miniature can wear only one stone per turn,
- The collected stones can not be used by alchemists.

The stones that are on the profile cards are collected at the end of the round, they are removed from play and set aside.
If a miniature with a stone is injured before the end of the round, it let the stone it takes place:
- In contact with its base and that of her attacker (or placed between the two bases in case of long reach skill),
- In contact with the base of the injured figure (the wish of the player controlling the miniature) when shooting or alchemy.

If a miniature with a stone is killed before the end of the round, the stone is placed where was the base of the miniature.

Victory Conditions
1) the end of each round:
- The player who collected the most stone IN ROUND win 1 VP. Put harvested stones aside,
- The player has 3 stones (harvested in all rounds) of the element win 2 VP (cumulatively on each round).
Example: 2nd round, Alain picked up four stones and Bernard picked up two stones, Alain score 1 VP since raised over stone in the 2nd round. The stones are set aside and are added to those already collected by each player in the first round. Alain has 3 stones waters, he scores 2 additional VP.
2) At the end of a round if a player has 6 VP or more, he wins. If several players have 6 PV or more, or if it remains only a single player with miniatures, it's a draw.
3) Number of VP to win: 14.


Player Review
Favorite Army: Clan Walosi (Pitekica spirit-shaman of Ostiliha, toad medicine shaman, 3 toad thunder-warrior, 3 toad wind-warrior, 2 toad hiver-throwers)
The key scenario is to retrieve three stones of the same color. If you do, this is the first step towards victory.
The first point to discuss is the positioning of the stones. You must to anticipatee on deploying your miniatures and then they move. The miniatures with 3 and 4 AP will be able to collect stones near the median line in the 1st round, while miniatures with 2 AP must move to position itself in the 2nd round, and retrieve stones too. So, place the stones to create a kind of path to your miniatures.
The other key is that we must prevent your opponent from recovering three stones of the same color, it seems obvious but it is not as simple to apply. In case you have the advantage on the scenario, feel free to pass, to let your opponent take the stones to come to hurt him then he drops them.
To keep the stones acquired by your miniatures throughout a round, enjoy the scenery element or forecast miniatures that can recover the stones of your wounded miniatures.




Page 30/31
Funds transport


The chance was too good, Alarig could not believe it.
For once, he had done well to stay sober. Quietly leaning on the small side of the shop of the winemaker, he had allowed himself to doze off listening to the ramblings ethyl soldiers of the patrol. It was about a trafficker they had stopped on the rocky plateau. They ran after him for over an hour in the sun without succeeding in her hands on it until a rafter decided to end the pursuit. With each cup, discussion was animated a little more about the merchandise they had failed to find. Each fire hose there was his theory and, more wine flowed over the goods disappeared mysteriously. More spirits became heated and the price climbed.
After an hour of listening, Alarig was fully awake. He wanted to be sure and headed east. For having borrowed many times, he knew the byways that roamed those who wanted to remain discreet.
- Not so sure that the smuggling trails, finally, he said, thinking of the unfortunate end of the trafficker.
In the late afternoon, the wind had put on weight and raised enough dust to erase the traces that the trader could have left on the rocky ground. Alarig loosely followed a steep path along the cliff, and another above on the board. Dry throat, he shrugged his shoulders and turned around hoping that the soldiers would not have already emptied the barrel.
The turning of a skinny bush Alarig comes face to face (or rather nose canvas) with a nice sized bag securely tied and damn heavy.
- It is my opinion that the recruits should be drunk now, before they start their patrol to miss this bag if they have been there.
Observing more closely around him, he then discovered two others in a few strides. He was not able to bring this alone.
He needed help.
Yes, help and quickly. The trafficker does not work alone and its partners must already be hunting ...


Purpose of scenario
There are three treasures in the center of the table and each player begins the game with 1 treasure. You have to get the treasure by opposing table sides.

Deployment area
Standard.

Objectives Token
Three Treasures (1 inch diameter, size 0) are placed on the center line of the table, a center and two spaced 7-inch edge to edge.

Scenery elements and alchemical components
Standard.

Deployment
Standard. Once deployment finished, each player places a treasure in contact with its side table, or on the ground, or carried by a miniature if it is in contact with the table edge. You can place the marker on the bottom of the holder.

Special rules
Pick up a treasure:
- Take a treasure becomes binding at a walking action and can not be accomplished in a reaction,
- A treasure can be taken on land or in the hands of a non-engaged in combat friendly miniature. To collect the treasure, the base of the miniature must be in contact with the treasury or the holder at the beginning or the end of his walk. It is impossible to take a treasuring while walking.

Carry a treasure:
- A model can carry only treasure at once,
- A figure carrying a treasure can offload in at any time of its activation, or when a battle is initiated against it,
- A Holder may only make racing and walking action (no commitment, charge attack, shooting, concentration, alchemy, entanglement etc ...) and will move with him only 11 inches maximum per round. During its movement, however, a carrier may offload its treasure and continue to move,
- In combat, a carrier automatically plays CC "Inactive" unless he drops to announce the treasure ground when combat is initiated against him,
- Finally, a figurine wishing to act against the wearer has a +2 bonus to its Spirit roll.

Drop a treasure:
A carrier is offloading its treasure the floor space in contact with its base. If the wearer is killed, the treasure is placed at the spot where the miniature was. If the floor installation is impossible (the miniature is completely surrounded), the treasure is placed under the carrier of the base and anyone less than an inch can pick it up as if he was in contact.

Victory conditions:
1) At the end of each round, if a miniature wearing a treasure is standing and in contact with the opposing side table without being in combat, the treasure is removed from the game and the player gets 1 VP.
2) At the end of a round if a player has 3 PV or more, wins. If several players have 3 PV or more, or if it remains only a single player with miniatures, it's a draw.
3) Number of VP to win: 5.


Player review
Favorite army: Kingdom of Avalon (Leodegarius, colossus, 1 retiarius, 1 crossbowman, knight-errant, 1 recruit)
Funds transport is a scenario of collection and transport. We must pick up and carry three chests into the opponent's deployment zone. The approach to the scenario will depend greatly on the list and played faction. This is what makes the charm of this scenario!

The placement and management of chests are paramount. Do not hesitate to let the chest to defend until the allied miniatures come, rather than from head-on into the box. Conversely, there may be no hesitation either to roll with the punches (if one is sure of not dying of course) in order to conduct the ultimate goal. It all depends on the situation, and every choice will be heavy consequences!

Five chests is a lot. The pitfall to avoid is to focus on all the chests. Better to make three even leave two to the opponent. As long as he is missing, he can not win and miniatures will be occupied elsewhere!

Link to download the PDF file of the entire book tokens:
www.alkemy-the-game.com/pdf/pions-total.pdf






Page 32/33
Fooprints


Am'n Ayassarr... It haunts me for almost 3 seasons ... Not a single day without that name comes to mind... In the desert Asfar... forests... the mountains... the cities I've been through... I thought I saw his shadow ten times... a hundred times.. a thousand times... around a tree, a bush, behind a rock, lane dark... He never left me for a moment ...

Yet I have traveled the plains, many plains, defended many people accused of crimes wrongly, sometimes unsheathe weapons when it was necessary to do it... But behind every saved person, behind each case solved, there was this shadow and the name... Am'n Ayassarr...

Whatever the season, the day, time, location, time of day, the shade was present from the awakening until bedtime ... and even during each night ... not a night without reliving this horrible nightmare in pictures and cries ...

How could I forget the name of this ifrit pyritin who massacred mine? How could I forget this demonic form that decimated my wives and my childrens? Impossible... Maybe I should find rest when I had found Am'n Ayassarr and would have eliminated? Maybe not...

Nevertheless, recent events in Penitentiary of the Tooth gives me hope to trace this monster that I lost... The prisoners were released by a pyritin ifrit named Am'n Ayassarr. I have to go there to investigate and find clues that will allow me to challenge him...

Again, I travel the plains of Tahub Abid, the caliphate of the White Robe. Cold, ice, snow, tundra are all elements inhospitable, no wonder that these lands are uninhabited ... Strange, because I noticed traces for days ... No animal tracks, but traces khalimanes, Aurloks and human. What can a group in these countries? Do I not only have motivation to go to the Penitentiary of the Tooth?

Other oldest traces... Only khalimanes... and this one... It's too big for a Khaliman... It is the footprint of Am'n Ayassarr! I am sure! But he is not alone, there are others with him... I really need to go as quickly as possible Penitentiary of the Tooth to learn benefits...

Ibrahim Ibn Suleman


Player review
Favorite army: Kingdom of Avalon (Lotharius, country priest, 3 recruits, 1 crossbowman, 3 novices)
On this scenario, it is question of investment and control, this is the impression that has most of AP that will be revealed on each line. We know where the footprints in the attacking half table. We must try to make sure to be one that will reveal the score to 6 points win over the 9 needed while protecting the table aside. For the last 3 points, no more than check the footprints on his side and be lucky to find the index mark. To win the game, it will show when a delay index footprint is controlled via turn, where anticipation to thwart the plan of your opponent.

Purpose of scenario
There are footprints on the whole table. You must collect. Some are marked and relate most victory points.

Objectives token
Players place a grid of 16 footprint markers whose four rows and four columns are spaced 6 inches. The grid is centered in the middle of the table as shown in the diagram.
Secretly, each player will take an footprint on each line located at the opponent, make an index mark on the back and rest in his place. There will be four index prints, one per line.
For 2 players, choose the 2 footprints of the opposing side.
For 3 players, the 3rd player chooses 2 footprints of the opposing side. Players 1 and 2 choose a footprint of the opposing side (randomly determine).
For 4 players, players choose a footprint on the opposing side (randomly determine).

Deployment area
Standard.

Scenery elements and alchemical components
Standard.

Deployment
Standard.

Special rules
The miniatures within 1 inch of footprint are in his area of control.
At the end of each round, a footprint may be shown for each line parallel to the centerline. The footprint will have the greatest figures of AP in its control area will be revealed. If it's a tie with another footprint the same line is the one that will be more recruitment of points that will be revealed. If still a tie, pulling the dice.

The footprint to be controlled by the player who has the most AP on the footprint. If it's a tie, the one that most recruitment points. If still equal, the footprint is not revealed.

The alchemists have intuition to find footprints. They account for one additional AP to count the AP to see what will be the footprint revealed, as well as for the calculation to find out who wins the VP.

Victory Conditions
1) At the end of each round, you look who controls each of footprints that has just been revealed. Each footprint controlled, if an unmarked footprint, the player scores 1 VP. If it is an index mark, the player scores 3 VP.
2) At the end of a round if a player has 9 PV or more, wins. If several players have 9 PV or more, or if it remains only a single player with miniatures, it's a draw.
3) Number of PV to win: 19.

Link to download the sixteen footprints token:
www.alkemy-the-game.com/pdf/pions-empreintes.pdf

Link to download the PDF file of the entire book tokens:
www.alkemy-the-game.com/pdf/pions-total.pdf








Page 34/35
The City lights


Citizen Council of the City-Port Crepuscule has created a lighting system throughout the city, in order to maintain the lit streets at night. Since this lighting system has been set up, crime has fallen... at least the night... Obviously, these lights inflame lust, and the caliphs or leaders of other city-port of the Canal would like to install such a system in their city, not to be outdone, and to show that their city is just as beautiful... Thus we see more and more came alchemists cities-port neighbors, to study this complex plumbing system powered by alchemical stones, which can be bought very easily at Crepuscule, unique in Mornea.
However, Crepuscule has that architectural feature, pipes that cross and crisscross back and forth along the buildings, giving the impression of "open-air laboratory." It is difficult to locate and remake the pipe network in another city-port.
But things do not happen in a day, and before covering the whole city light to the colors of the alchemical stone, it is already to test and successfully master the alchemy associated with these long pipes after which are stored alchemical stones.

Purpose of scenario
There are 4 streelights and you must inform using alchemical stones.

Objectives token
Players place four streetlights (1 inch diameter - size 4) 7 inch apart (see diagram). Each player takes one token of each element (water, air, earth and fire) and poses next to each streetlight (randomly determine to know who starts). Players can not have the same element on a streelight.

Deployment Arrea
For 2 players, the deployment areas are more than nine inches from the midline.
For 3 or 4 players, the deployment areas are 6 x 3 inches and are centered (see diagram).

Scenery elements and alchemical components
Standard.

Deployement
Standard.

Special rules
Streelights: at the beginning of the game, the streelights are off.

Gather stones: the land is filled with alchemical stones. A miniature may pick up an alchemical stone (any item) for 1 AP, it may pick up as she wants. The player secretly notes on the back of the card he picked up the stone (W for Water, E for Earth, F for Fire and A for Air). When spending the stone, it shows the back of the card with the letter. At any time, indicate to the opponent the number of stones that a miniature has if it so requests.

Illuminate a streetlight: a miniature within an inch or less of a streetlight may spend 1 AP with an alchemical stone that it possesses. The stone must be spent the same element as one of those next to the streetlight.
The miniature increases or decreases the light of the lamp. Place spent token near the streetlight when you increase the light of the lamp. Remove token element when you decrease the light. The stone used is lost.

The alchemists: they can use the stones they have by spending 1 AP switch to turn on the streetlights. They can use the stones they collect to use or improve their formulas. And thanks to their concentration, they can illuminate remote lamps (required line of sight). 1 concentration level can illuminate a lamp to 3 inches, 6 inches to 2 levels, 9 inches to 3 levels and 12 inches to level 4.

Victory conditions
1) At the end of each round, you score 1 VP by streetlight for which you have more than your opponent token element.
2) At the end of a round if a player has 6 VP or more, he wins. If several players have 6 PV or more,or if it remains only a single player with miniatures, it's a draw.
3) Number of VP to win: 9.

Link to download the 4 streelights and alchemical stones
www.alkemy-the-game.com/pdf/pions-lumieres.pdf

Player review
Favorite Army: Kingdom of Avalon (Deacon Leodegarius, country priest, two recruits, two crossbowmen, 2 retiarius)
We must try to get a list with two alchemists. The bonus given to these permits to stay bundled while having the ability to enable more distant streetlights with alchemists. They will still, against 1 AP, obtain stones.
The placement of elements on streetlights is important. Try placing your faction member on one of the two streetlight from the center and after your opponent has placed his. You can counter by placing your item in the same place at the center. Similarly place the favorite element of the opponent on a streetlight at the ends.
Placing components on the sets is important. Wherever possible, we need your alchemists able to pick up on the first lap at the end of an action and focus from the start of the game.
Do not hesitate to pick up a component with all your miniatures to go to the center and fall rapidly over the opposing alchemist.







Credits
The Alchemist Miniatures team thanks the 263 Kickstarter contributors (November 2015), which allowed the funding of this book, testers scenarios of the campaign and multiplayer versions, members of the Galleon team.

Parts of Alkemy (Kurlem) - Campaign and company (Mehapito / Ben95)

Creating scenarios:
Part 1: Under the sand (Nicoleblond) - Part 2: Under The Mountain (Kurlem)
Part 3: Under the Ferns (Kurlem) - Part 4: Under Silence (Kurlem)
Part 5 : Under Surveillance (Ben95) - Part 6: Under Control (Kurlem)
Part 7: Under the Fog (Nicoleblond)
Control Jin posts (Kraken Editions) - Chests (Kraken Editions)
Market of the Horn (Kraken Editions) - The Spores of Amanita (Thornstone)
The Harvest's Carnival of Dong-Yì (Kraken Editions)
Collect Stones (Nicoleblond) - Funds transport (Olibier B)
Footprints (Nicoleblond) - City Lights (Nicoleblond)

Creating tables : Naashti (Captain Caverne) / Utopia (Ben95 - Florent Kristner - Aldona) / Triade - Avalon (Kraken Editions) / Desert - Earth and Water (More Terran) - Crossroad (Laurent Mautret) / Map City and Rocky desert (Tobias)

Painting miniatures:
Olivier Bredy (sentinel p24)
Kraken Editions (alchimist long breath p5 - recruits/crossbowmen p6 - milicia lancers p18 - Lee Ping p21 - Garlan p23 - countryside priest p23-30 - recruits/crossbowmen p27)
Jérémy Mahieu (blade of the tiger guard p5 / sentinel p24 / Berach p30 / Caapiti p34)
Lucas Massa (djinn p4 / inquisitor p5 / Aurloks p20-28-35 / colossius 21-31 /
Tapiocah p24 / thunder warrior p24 / escapees p26-31 / Triade p26 /
bushwacker p27 / hive-thrower p29 / medicine shaman p29 / Tecum Seh p30 /
crows p30 / ifrit p32 / Tanka Wanka p35)
Laurent Mautret (Assia / Naashtis p3-33-35 / Utopians p3-22-28 / Knight
errant p6 / Choker p7 / Ermadhi guardians p16-25 / retarius p23 /
auxiliaries p24 / escapees p26 / wind warrios p29 / ouroboros p33)
Yohan Monnot (lancers-archers-Feng Sao p5 / chests p21 / pilgrim p21 / Templar novice p21 / cobra guard p22 / templar p23 / spores p24 / ifrit qaniss p25 / sentinel p27 / khergars p27 / Pitekica p29)
Josselin Moreau (Kabircheikh p2 / Lotharius p21 / ouroboros p28 / naashtis p33)
Antoine Payet (Lerofon p3 / khalimans p4 / ghulam p12-25 / oracle p14 /
Ibrahim p25 / jaraya p25 / tuareg p25 / venator p32)

Assia concept (cover): Nicolas Amoroso
Layout, photos : Nicoleblond
English proofreading: Mallachain - Vegabond
Royalty free images: istockphoto.com
A book designed by Alchemist Miniatures
Legal Deposit: septembre 2016
Printed in Italy
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Message  nicoleblond Mar 11 Oct 2016 - 18:11

I begin layout Very Happy

I come again with page 4/5. I think it's miss a part of translation for introduction text for "campaign and company".

To play campaign with your emissary or to play your own company, maybe you'll need to create a warband of mercenaries led by your hero. Here is the procedure to create a custom hero. The combinations below are not entirely balanced, but are for fun.



Do we use WCR or HPL for Hit Point Life (there is two abbreviation)?
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Message  mallachain Mer 12 Oct 2016 - 19:55

Edits in red
Unclear translations in green

nicoleblond a écrit:I think you miss new translations



Page 28/29
The Collection of Stones


The Xi Yi informant was adamant. Past the Misty Mountains, about fifty miles northwest, near the border, he had seen many Avalonian searching the ground.
- "The place is covered in stones."

The temptation was too great. We left in the morning, when the fog still covered the plains and the sun was struggling to rise. Our horses were forced to a gallop, we reached the Monkey Woods at noon enjoying a meal and letting the horses rest a moment.
The day ended as we approached the Misty Mountains. It was necessary to make camp for the night, and posted guards, to ensure that the enemy did not surprise us during the night. We were close to the Avalonian border and we were in constant danger.
Installed in my tent, I fell asleep thinking about my return to the city of Xi Yi, bringing many alchemical stones, and all the glory and advancement I would get.

The next morning, I was filled with the courage to shoot down any enemies appearing on the battlefield. We rode through the Misty Mountains and arrived that afternoon at the plains described by our informant, on the edge of the Avalonian border.
One of my scouts returned with this news:
- "I spotted the place, Captain The land seems marked and there is a very large amount of alchemical stones I was not able to pick because they are buried in the soil."

The end was near, we would take our booty and soon leave this dangerous place, at the limit of Avalonian land. Only ... it seemed that we were not the only ones to know of this place ...
The ride was not going to be a simple collection and we had to battle while recovering the maximum number of alchemical stones before gaining glory and advancement ...

Purpose of scenario
There are stones of each element (water, earth, fire, air) which must be gathered, while trying to collect three stones of the same element.

Deployment area
Standard.

Scenery elements and alchemical components
Standard.

Objectives Token
Use tokens for stones to differentiate the alchemical components.
For 2 players, each player takes two stones of each element (water, earth, fire, air).
For 3 players, each player takes one stone of each element and 1 additional stone choice. Randomly determine which player takes the last stone (it will be the player in table 1 below).
For 4 players, each player takes one stone of each element.
Randomly determine who starts to place the stones. First place the stones on both lines located 2.5 inches from the center line, then the two lines 7.5 inches from the center.
A line must be complete before starting the next. Each line must contain a stone of each element, with at least 5 inches between each stone.

The players place their stones alternately as indicated below:
For 2 players 3 players 4 players
1st line, players 1 2 1 2 1 2 3 1 1 2 3 4
2nd line, players 2 1 2 1 2 3 1 2 2 3 4 1
3nd line, players 1 2 1 2 3 1 2 3 3 4 1 2
end line, players 2 1 2 1 1 2 3 1 4 1 2 3

Link to download sixteen stones:
www.alkemy-the-game.com/pdf/collect-token.pdf

Deployment
Standard.

Special rules
- During the first round, stones on the line nearest your deployment area cannot be gathered,
- A miniature within 1 inch of a stone can gather it by spending 1 AP. Place the stone on the profile card of the miniature,
- A miniature can have only one stone on it's card per turn,
- The collected stones cannot be used by alchemists.

The stones on the profile cards are collected at the end of the round, they are removed from play and set aside.
If a miniature with a stone is injured before the end of the round, it drops the stone:
- In contact with its base and that of its attacker (or it is placed between the two bases if long reach was used),
- In contact with the base of the injured figure (the wish of the player controlling the miniature) when damage is from shooting or alchemy.

If a miniature with a stone is killed before the end of the round, the stone is placed where where the miniature died.

Victory Conditions
1) At the end of each round:
     - The player who collected the most stones IN THE ROUND gets 1 VP. Put harvested stones aside,
     - The player with 3 stones (harvested during previous rounds) of one element gets 2 VP (cumulatively on each round).
   Example: 2nd round, Alain picked up four stones and Bernard picked up two stones, Alain gains 1 VP since he harvested the most stones in the 2nd round. The stones are set aside and are added to those already collected by each player in the first round. Alain has 3 stones of water, and gains 2 additional VP.
2) At the end of a round if a player has 6 VP or more, he wins. If several players have 6 VP or more, or one player has lost all his miniatures, it's a draw.
3) Number of VP to win: 14.


Player Overview
Favorite Army: Clan Walosi (Pitekica spirit-shaman of Ostiliha, toad medicine shaman, 3 toad thunder-warrior, 3 toad wind-warrior, 2 toad hiver-throwers)
The key to this scenario is to retrieve three stones of the same color. If you do, this is the first step towards victory. The first point to discuss is the positioning of the stones. You must anticipate the deployment of your miniatures and their movements.
The miniatures with 3 and 4 AP will be able to collect stones near the median line in the 1st round, while miniatures with 2 AP must move to position themselves in the 2nd round to retrieve stones. So, place the stones to create a kind of path for your miniatures.
The other key is that you must prevent your opponent from gathering three stones of the same element, it seems obvious but it is not so simple. If you have the advantage in the scenario, feel free to pass, to let your opponent take the stones and hurt him so he drops them.
To keep the stones gathered by your miniatures during a round, use scenery elements to block or fast miniatures to recover the stones of your wounded miniatures.


Dernière édition par mallachain le Mer 12 Oct 2016 - 23:16, édité 1 fois

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Message  mallachain Mer 12 Oct 2016 - 23:16

Edits in red
Unclear text in green

nicoleblond a écrit:
Page 30/31
Transport the Goods


The chance was too good, Alarig could not believe it.
For once, he had done well to stay sober. Quietly leaning at the side of the winemaker's shop, he had allowed himself to doze off listening to the ramblings ethyl soldiers of the patrol. It was about a smuggler they had stopped on the rocky plateau. They ran after him for over an hour in the sun until a rafter decided to end the pursuit. With each cup, the discussion became more animated about the merchandise they had failed to find. Each fire hose there was his theory and, more wine flowed over how the goods mysteriously disappeared. More spirits became heated and the price climbed.
After an hour of listening, Alarig was fully awake. He wanted to be sure and headed east. For having borrowed many times, he knew the byways roamed by those who wanted to remain discreet.
- Not so sure that the smuggling trails, finally, he said, thinking of the unfortunate end of the smuggler.
Late that afternoon, the wind came up and raised enough dust to erase the traces that the smuggler left on the rocky ground. Alarig loosely followed a steep path along the cliff, and another above on the board. Throat dry, he shrugged his shoulders and turned around hoping that the soldiers would not have already emptied the barrel.
Coming around a skinny bush Alarig came face to face (or rather nose to canvas) with a nice sized bag, securely tied and damn heavy.
- It is my opinion that the recruits were drunk before they started their patrol to miss this bag.
Observing more closely around him, he discovered two other bags within a few strides. He would not be able to carry them alone.
He needed help.
Yes, help and quickly. Smugglers do not work alone and his partners must already be searching...


Purpose of scenario
There are three treasures in the center of the table and each player begins the game with 1 treasure. You have to get three treasures to the opposite table edge.

Deployment area
Standard.

Objectives Token
Three Treasures (1 inch diameter, size 0) are placed on the center line of the table, one at center and two spaced 7 inches away from the center one.

Scenery elements and alchemical components
Standard.

Deployment
Standard. Once deployment is finished, each player places a treasure token in contact with its table edge, on the ground or carried by a miniature in contact with the table edge. You can place the token under the carrier's base.

Special rules
Pick up a treasure:
- Take a treasure becomes binding at a walking action and can not be accomplished in a reaction,
- A treasure can be picked up if on the ground or in the hands of a non-engaged in combat friendly miniature. To collect a treasure, the base of the miniature must be in contact with the treasure or the treasure carrier at the beginning or the end of his walk. It is impossible to pick up a treasure during a walk.

Carry a treasure:
- A model can only carry one treasure,
- A figure carrying a treasure can drop it at any time during its activation, or when a battle is initiated against it,
- A carrier may only make run and walk actions (no engagement, charge attack, shooting, concentration, alchemy, entanglement etc ...) and can move a maximum of 11 inches per round. During its movement, however, a carrier may drop its treasure and continue to move,
- In combat, a carrier automatically plays the "Inactive" CC unless he announces that he drops his treasure when combat is initiated against him,
- Finally, a figurine wishing to act against the carrier has a +2 bonus to its Spirit roll.

Drop a treasure:
A carrier can drop its treasure on the ground in contact with its base. If the carrier is killed, the treasure is placed at the spot where the miniature was. If placing the treasure on the ground is impossible (the miniature is completely surrounded), the treasure is placed under the carrier's base and anyone within one inch can pick it up as if he was in contact.

Victory conditions:
1) At the end of each round, if a miniature carrying a treasure is standing and in contact with the opposing table edge without being in combat, the treasure is removed from the game and the player gets 1 VP.
2) At the end of a round if a player has 3 VP or more, he wins. If several players have 3 VP or more, or a player has lost all his miniatures, it's a draw.
3) Number of VP to win: 5.


Player Overview
Favorite army: Kingdom of Avalon (Leodegarius, colossus, 1 retiarius, 1 crossbowman, knight-errant, 1 recruit)
Transport the Goods is a scenario of collection and movement. You must pick up and carry three treasures into the opponent's deployment zone. The approach to the scenario will depend greatly on the list and faction played. This is the charm of this scenario!

The placement and management of the treasures is paramount. Do not hesitate to drop a treasure to defend until allied miniatures come, rather than from head-on into the box. Conversely, there must be no hesitation to roll with the punches (if one is sure of not dying, of course) in order to gain the ultimate goal. It all depends on the situation, and every choice will have heavy consequences!

Five treasures is a lot. The pitfall to avoid is to focus on all the treasures. Better to take three and leave two to your opponent. As long as he is missing one, he can not win and his miniatures will be occupied elsewhere!

Link to download the PDF file of all tokens from the book:
www.alkemy-the-game.com/pdf/pions-total.pdf

mallachain
HOMONCULE
HOMONCULE

Messages : 182
Date d'inscription : 22/12/2014

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