Subject: Victory scenario w/new map & units From: sos@katie.vnet.net (Steffan O'Sullivan) This scenario is inspired by the "Angel Run" scenario included with the Island/Ocean Map sets (#7-10). In Angel Run, one player tries to run resources across a sea while the other player tries to intercept. In Devil Run, one player tries to run resources across a desert while the other player tries to intercept. I haven't tried it, so no guarantees it's any good! SITUATION: Player A is attempting to run convoys of resources through a desert bordering his enemy. MAPS: (Upper numbers of each map should be upside down) --------------- | 3A| | | |3B | ------------------------------------------------- | 10A| 6B| 1B| | | | | |10B |6A |1A | ------------------------------------------------- Player A starts with maps 10 & 1; Player B starts with map 3. Map 6 is neutral. The cities on Map 6 count as cities for defensive purposes, but produce no resources. SPECIAL: Desert Tracks on map 6: if Player B captures Mersa Brega, natives reveal to Player A a secret desert track between Derna and Ben Musa. Strategic movement along this track is *very* slow: a unit must begin its turn in Derna, and may move one space directly toward Ben Musa as a strategic move. On a future move, it may then move into Ben Musa, but no further on that turn. Strategic Movement from Ben Musa to Derna is similarly allowed. No supply is possible along this track, however. Similarly, there is another desert track which will be revealed only if Zaltan falls to Player B: from Ben Mufta to the Zaltan-El Daba road, exactly along the words TENERE DESERT. The same movement rules apply. These tracks may not be used if Player B does not capture Mersa Brega or Zaltan, respectively. Once known, however, they may be used the rest of the game. FORCES: Player A begins with 80PP of customized forces. Player B begins with 60PP of customized forces (Engineers to build airfields highly recommended for a desert campaign!), plus 4 full strength Supply units. Forces are deployed on friendly cities as normal. Each production turn, Player A receives one resource unit (full strength) on either of the resource spaces on map 10, until six units have arrived this way. These may only be converted to PPs in Auxerre, Donzy or Lorne on map 1. Resources may not travel by sea - only by strategic movement along roads. PRODUCTION: Player B has *triple production* in the Cities on map 3. Player A production is normal, except resources converted at Auxerre only earn 2 PP per CV, not 3. Ignore production on map 6 entirely - no one may earn or spend PP on map 6. VICTORY: Player A earns 1 VP for each PP spent which was converted from a Resource Unit arriving at Auxerre, Donzy or Lorne on Map 3. (Max of 48 VP.) Player B earns 2 VPs for each CV of Resource destroyed. First player to 25 VPs wins. Comments welcome! -- -Steffan O'Sullivan | "You are either overly sentimental or extremely sos@vnet.net | superstitious or both ... Upon reflection, Chapel Hill, NC | perhaps here is the essential definition www.io.com/~sos | of `honor.'" -Jack Vance