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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.
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.

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.


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