Skip to main content

New Act: Blowing Off Steam

This work day has really gone to #%$!

(This is a great introductory scenario for learning the basic mechanics to the game. Check it out. -Nick)

Act: Blowing Off Steam
Staggering work quotas and bitter rivalries create tension. It can be felt on the work sites, at feeding times, and even in the barracks. Folks can find it hard to get along even when things are going well. Under the punishing stress of the FerrumSky Mines tempers flare regularly.

Crew Goals: Inflict more Wounding Hits on your opponent’s Crew than they do on yours. Try not to let your enemies become Critical or Dead.

Points: All players should agree to an equal point total and draw that many points off of their Crew Roster. A game with two 50 point Crews should take 45-60 min if neither side Sounds the Alarm to end the game prematurely. This Act may be played with more than two Crews, but it is recommended that the players reduce their crew sizes to 25 or 30 points to complete the game in the above mentioned timeframe.  

8"x16" Ideally the opposing sides should be 4" apart.
Set-Up
This Act can use any mutually agreed upon 8”x16” play area*. Blowing Off Steam is a basic rumble between members of two crews and can take place anywhere. The board should be split into two 8”x8” deployment areas. Before picking deployment areas, each player should roll a die to determine who places the alarm. The highest rolling player places the Alarm token. It can be placed on any wall, more than 3” from the center line dividing the two 8”x8” halves of the play area. (Note: if there are no defined walls the alarm must be placed along any outer edge of the play area.) Next, follow the instructions for FerrumSky Mines on page xx. With the play area now set, each player should roll for deployment area. The highest rolling player places their full crew first in the deployment area of their choice. The next highest player should place their crew in the opposing deployment area, 4” or more away from any enemy Characters. When all of the Crews are placed, if you own a Condition Deck, draw a Condition Card to determine any unique Conditions that apply to the Act. Finally, review and discuss the following Act Special Rules, Act Length, and Winning sections before shuffling the Initiative Cards and drawing to begin Turn 1.

* If playing with more than two crews, consider doubling the play area to 16”x16” so that each crew can have an 8”x8” deployment area. Otherwise, follow all of the rules as dictated.

Act Special Rules
Blowing Off Steam uses the following Act Special Rules: Break It Up, FerrumSky Mines, Sound Alarm.

Break It Up: After the Recovery Phase of the Turn in which the Alarm was Sounded, the Act ends as nearby crews, both work crews and security forces rush in to stop the fighting.

Act Length
The Act lasts 4 Turns or until the end of a Turn in which the Alarm was Sounded.

Winning
Tally up Victory Points. The side with more points wins the game.

+1 VP for every Wounding Hit inflicted on an opposing Crew’s Character
-3 VP for any Characters left Critical or Dead at the end of the game

(Note: It is recommended that you use dice or scrap paper to keep to tally VP's as they are earned during the game so as not to lose track.)

After the Act
Follow the rules for After the Act on pages 23-24 of the Broken Contract Rulebook unless you own a Left for Dead Deck. If you own a Left for Dead Deck, follow the instructions on pages x-xx.

Comments

Popular posts from this blog

Post #100: Rules, Background, and Cards! (Updated!)

For AdeptiCon 2016 I produced a very short run of Broken Contract Rule and Background books. I don't want anyone who didn't attend feeling left out on the contents so I've collected the files and uploaded them to Dropbox, along with a PDF file handy for printing out your own Character Dashboards and chits so you can get up and playing with the models and cards in your possession. I did deliberately omit the covers of both books for home printing. If you would like to see the covers added, let me know and I will do so.

Broken Contract Background Book

Broken Contract Playtest Rules 3-31-16

Broken Contract Character Dashboard and Chits

NEW! Broken Contract Character and Crew Creation Rules

NEW 5/28/16! Broken Contract Act: Escape Route

What is in the Broken Contract Background Book?

The Broken Contract Background Book is an overview of the FerrumSky setting. In a way, much of it is a collection of essays that were prompted by questions that my editor, Rob Ferrick, has posed to m…

Game Designer's Notebook: Playing A Campaign Part 1

Last week, Hal and I started playing out our first Episode. In Broken Contract each individual game is called an Act, and three games are called an Episode. I feel like this sort of structure encourages campaign play by breaking it down into manageable bites. We started last week by creating crews and playing Act 1. Here are some thoughts on the design decisions that have gone into this process starting with what we did during Week 1. -Nick

Anyone who's played any of the classic skirmish games knows, one of the greatest joys of skirmish gaming is creating your Crew (gang, team, or other cool "group" vernacular) and watching them evolve from game to game. One of the biggest frustrations though is seeing one player's Crew grow so rapidly that they dominate the campaign or league from day 1, and their spot never really gets challenged. Additionally, being wiped straight off the board isn't really much fun for either side. The question becomes: How will Broken Contra…

Broken Contract Update

The Broken Contract Rulebook is getting very close to a completed state. Pictured above is a hard copy of the current incarnation with graphic design by Sam Alcarez. He's currently working on the 3rd draft and I'm still going over the 2nd draft looking for corrections and changes that need to be made.


One of the key changes from the first draft to the second was the inclusion of this chart. If you've looked at or played older incarnations then you may know that most Actions and Interruptions had special rules for Critical Successes and Failures, triggered by rolling natural 6's or 1's. Some of these had their own mini charts under their entries in the Actions and Interruptions section of the book, and this resulted in a lot of page flipping. It also chewed up a lot of space with needless repetition throughout the section. This chapter went through a complete re-write and the chart gives a concise presentation of the information so it doesn't slow down the game…