Gaslands - Endless Asphalt

November 25, 2022 | Author: Anonymous | Category: N/A
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Description

 

AUTHOR Adam Morrow is an artistic gamer, miniature painter and terrain enthusiast that has been independently making various gaming PDFs for over 14 years. He lives in Charleston, South Carolina and currently orchestrates the Charleston Area Gaslands gaming group, and has spent far too long creating creatin g this PDF as a labor of love for this game game..

ILLUSTRATOR Philip Straub is a freelance artist who has worked for EA, NCSoft, Bigfish Games, and many more, who works primarily for gaming concept art. The cover art was initially commissioned for the cover of the novel “Hunted ..””

PHOTOGRAPHY All photographs shown in this book are from the author’s own collection unless otherwise specified.

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These are experimental fan-made rules for adding converted Missions from the miniatures game   into usable Scenarios for  Gaslands: Refuelled . Road Wolf  is  is typically played on a 2  x 4  play Road Wolf  into ’



area with a 4  long road down its center. It s assumed you will use the roughly same setup when playing these scenarios, or at least a play area 4  across, as they heavily focus on scenarios based around remote wasteland highways stretching from one side to the other. ’





In Road Wolf Scenarios, you and your opponent will be racing to leave the board, or taking over vehicles while constantly in motion progressing to the End of the Road. As a result, each Scenario gives a strong chase scene sense, and less of a race. These Scenarios are classified all as Wasteland Skirmishes.

WHAT YOU’LL NEED To be able to play Road Wolf Scenarios, there there are a few things you will need to print out found at the rear of this document.

ROAD TOkens You will need one Road Token of each type, each one corresponds corresponds to a type of Road Card or refers to placing terrain. These tokens are placed as reminders for what type of Road Card or if terrain is approaching. A printout for these tokens are at the rear of this PDF, and it is recommended you glue them to thick cardstock.

ROAD CARDs Road Cards are placed during the Setup Phase and more are placed as a Road Wolf Scenario progresses. They introduce new rules to sections of the Road that vehicles will either wish to converge converg e on or avoid. You will need to print the Road Card page 3 times times,, giving you 3 of each type of  Road Card for your games.

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Each Road Wolf Scenario utilizes the following rules, as each Scenario is focused on the importance of  the road in a remote wasteland. Please familiarize yourself with the following rules before playing a Scenario, as these rules are the backbones of each one.

THe ROAD Vehicles in Road Wolf scenarios are moving relative to other vehicles in play, in addition to moving along the road. This Road also has what is called a Road Phase, which occurs at the end of each Gear Phase.

Off-ROAD In Road Wolf Scenarios, anywhere on the play area that is not the Road terrain is considered to be Treacherous terrain, consisting of overly rocky areas, soft sand, and dips and craters.

ROAD PHAse At the end of each Gear Phase 1, 2 and 3, before passing Pole Position, working from the Start of the Ro Road, ad, to the End of the the roa road, d, all vehi vehicle cless (an (and d Pe Pede dest stria rians ns if yo you u are playing playing with   Gaslands: obstruc truction tions, s, and Road Card Cardss are mov moved ed a Me Medium dium Straig Straight ht dir direct ectly ly Crewmembers Crewmem bers Expanded  Expanded )),, all obs towards the Start of the Road. Place the template alongside the piece being moved with the furthest end being placed at the piece’s furthest along point, and stop moving the piece when the front is lined up with the orther end fo the template. Any vehicle, Obstruction, or Road Card moves over the play area’s edge, it is removed from the play area for the remainder of the Scenario.

Placing ROAD CARDS and Tokens Once all the vehicles, obstructions and Road Cards have been moved, the player with Pole Position discards the Token near the End of the Road and places a corresponding Road Card (if applicable) in the center of the End of the Road adjacent to its table edge, and then moves it a Short Straight directly towards the Start of the Road (placing the template against the card, lifting the card and placin pla cing g it on the far side side of the the te temp mpla late) te).. If the the Ro Road ad Ca Card rd touc touche hess the edg edge e of the the play play area area containing containi ng the Start of the Road, remove it from the play area. If the token removed was a Terrain Road Token, take the nearby piece of terrain selected when the token was placed, and place that terrain piece onto the area of play, oriented in any way, with one of its sides touching the same edge of the table as the End of the Road, on the same half of the table the token was placed near. Then, roll 1D6.      

           

1: Do not place a Road Token this turn, as cle clear ar roads stretch ahead. 2: Pl Place ace a Slide Road Token Token.. 3: Place a Debris Road Token. 4: Place a Wreckage Road Token. 5: Place a Tunnel Road Token. 6: Pl Place ace a Terrain Road Token

Take that type of Road Token and place it face up near the End of the Road just off the play area. This will be the type of Road Card that spawns next, and being able to see the token as a reminder represents the crewmembers being able to see whats coming in the distance. If the token to be placed is a New Terrain Piece, the player currently with Pole Position places the token near near the play area, to the left or right of the End of the Road and selects one piece of  terrain currently not on the area of play and places it near the Terrain Road Token. When the token is removed, the selected piece of terrain will spawn onto the area of play (see above).

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ROAD CARD EFFECTS Each Road Card on the area of play has rules associated with them, and vehicles are immediately affected by them if they have reached their Final Position and any part of the vehicle overlaps any part of the Road Card.   



  Slide:  The vehicle gains 2 Hazards Tokens.   Debris:  Resolve a Collision Window with a Lightweight Obstacle. Then discard the Road Card.   Wreckage:   Resolve a Collision Window with a Middleweight Obstacle. Then replace the Road

Card with a Debri Debriss Road Card.   Tunnel:   Any vehicles whose Final Position ends parallel with this Road Card while Off-Road is destroyed and immediately removed from play.



 

Intercepted

”Now listen up, no complaining, no small talk, and no backseat driving. Just keep your eyes peeled, I’ve heard a roving band of marauders recently moved into this area, we’ll probably be fine though...” 

seTUP Lay out terrain to represent a post apocalyptic wasteland with a 6” wide, 48” long Road stretching from one side to the other down the middle. Roll 1D6, place the appropriate type of Road Card or terrain at the End of the Road, then move each Road Card a Medium Straight towards the Start of the Road. Repeat this process until there are 4 Road Cards on the Road. Then roll 1D6 and place the appropriate appropria te Road Token near the End of the Road Road.. Then The n sel select ect one play player er to play play as “R “Runne unners, rs,”” a band of trav travele elers rs rushing rushing to lea leave ve hostile hostile ter territo ritory ry control controlled led by a sava savage ge cla clan n of was wastel teland and war warrior riors, s, and the othe otherr to be “Inter “Intercep ceptors tors,” ,” representing those who control the territory with the intent to claim their supplies and vehicles for the clan.

POLe POsITIOn Roll off for Pole Position. At the end of each Gear Phase, pass the Pole Position marker clockwise.

DePLOymenT Vehicles controlled by the Runners deploy their vehicles entirely on the road, with their rear facing touching the Start of the Road edge. Vehicles controlled by the Interceptors are deployed along any board edge except the far side containing the End of the Road.

GAme enD The game lasts until all Runner vehicles have left the End of the Road or have been destroyed.

VICTORy COnDITIOns Runners earn 2 Victory Point for every vehicle they get off the End of the road, and 1 Victory Point for eachplayer Interce Interceptor ptorthe vehicle dest destroy. roy. Intercepto Interceptors earnends 1 Victory The with mostthey Victory Points when the rs game wins. Point for each vehicle they destroy.

BREAKOUT ”If that Rig gets out of here it could mean salvation to their poor community, community, however, it would spell  doom for our own. The Rig must not escape.” 

seTUP Lay out terrain to represent a post apocalyptic wasteland with a 6” wide, 48” long Road stretching from one side to the other down the middle. Roll 1D6, place the appropriate type of Road Card or terrain at the End of the Road, then move each Road Card a Medium Straight towards the Start of the Road. Repeat this process until there are 4 Road Cards on the Road. Then roll 1D6 and place the appropriate appropria te Road Token near the End of the Road Road.. Then select one player to play as the Convoy who is attempting to get their War Rig of precious cargo through a planned blockage anaenemy faction, The player playing the Convoy Convo y mustby field War Rig in theirand list.the other player to be the Interceptors.

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POLe POsITIOn Roll off for Pole Position. At the end of each Gear Phase, pass the Pole Position marker clockwise.

DePLOymenT Vehicles controlled by the Convoy deploy their vehicles entirely on the road, with their rear facing touching the Start of the Road edge. Vehicles controlled by the Interceptors are deployed along any board edge except the far side containing the End of the Road.

GAme enD The game lasts until either the War Rig escapes by exiting the area of play off the End of the Road, or until the War Rig has been destroyed.

VICTORy COnDITIOns The Convoy wins if the War Rig leaves the End of the road, and Attackers win if they destroy the War Rig.

Hijackers ”You heard the boss, we’re all as good as dead anyway anywayss if we let them escape with those supplies.Not  supplies.Not  to mention they’ve got a pretty sweet ride. Besides, they’re easy picking, its not like we’re going to have to fight a rival gang over them.” 

seTUP Lay out terrain to represent a post apocalyptic wasteland with a 6” wide, 48” long Road stretching from one side to the other down the middle. Roll 1D6, place the appropriate type of Road Card or terrain at the End of the Road, then move each Road Card a Medium Straight towards the Start of the Road. Repeat this process until there are 4 Road Cards on the Road. Then roll 1D6 and place the appropriate appropria te Road Token near the End of the Road Road.. Both players have arrived with the same goal, to stop the Scenario Vehicle from exiting the territory with their ill-gotten supplies back at the last settlement. Place an Scenario Vehicle of your choosing, worth a number of Cans equal or less than the amount each player has decided to play with, in the center of the Road at the Start of the road in 4 th Gear.

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POLe POsITIOn Roll off for Pole Position. At the end of each Gear Phase, pass the Pole Position marker clockwise.

DePLOymenT Players deploy their vehicles on opposite side edges of the play area that do not contain the Start or End of the Road points.

sPeCIAL RULes 



  Scenario Vehicle Vehicle::  The Scenario Vehicle can lose Hull Points, but can never be reduced to 0 Hull Points. In gear phase 1, 2, and 3, before any other vehicles activate, it moves a Medium Straight along the road, directly towards the End of the Road. The vehicle makes a number of Handgun attacks equal to it’s Crew Value, shooting a number of targets up to its Crew Value, targeting vehicles closest to it and then furthest away.   Hijacking:  Once a vehicle is in a collision with the Scenario Vehicle, that player may attempt to board; Roll 1D6 Attack dice per Crewmember they wish to reduce their own vehicle’s Crew value by (any amount up to one less than their vehicle’s current Crew value) to take control of the Scenario Vehicle. The player to that player’s left rolls a number of Dice to Evade with equal to the current Crew Value of the Scenario Vehic Vehicle le being boarded. If there are any un-ca un-cancelled ncelled hits hits,, the player takes control of the Scenario Vehicle. When the Scenario Vehicle is taken control of, it’s new Crew value is whatever the player reduced of their own Crew Value on their vehicle, as their crew board the vehicle and kill the currently existing Crew. A player in control of the Scenario Vehicle can now activate the vehicle in applicable Gear

Phases, select the vehicle’s maneuver templates, roll Skid Dice, and change gears as if it were a vehicle of their own. It still is, however, referred to as the Scenario Vehicle until the end of the game.

If you are playing with with Gaslands:   rules, handle the  Gaslands: Crewmembers Expanded  rules, taking over of the Scenario Vehicle as you normally would with Boarding Combat, with the player to your left rolling Boarding Combat dice for the Autonomous Crew when needed. GAme enD The game lasts until the Scenario Vehicle leaves the play area off the End of the Road.

VICTORy COnDITIOns If the Scenario Vehicle exits the area of play off the End of the Road with neither player controlling it, both players lose. If the Scenar Scenario io Vehicle leaves the End of the Road while being controlled by a player, that player wins!

DERAILED ”You know the stories, the tracks are endless. Now we don’t know where it came from, and we don’t  know where its going, but someone’s on that train, and they’re going somewhere for a reason.” 

seTUP Lay out terrain to represent a post apocalyptic wasteland with a 2” wide, 48” long set of Train Track stretching from one side to the other down the middle. Then place two 6” wide, 48” long Roads to the left and right of the tracks, also stretching from one side to the other. Roll 1D6, place the appropriate type of Road Card or terrain at the End of the Road for each Road, then move each Road Card a Medium Straight towards the Start of the Road.. Repeat this process until there are 4 Road Cards on each Road. Then roll 1D6 and place the appropriate Road Token near the End of the Road. Place an Autonomous Train Engine on the Train Track, with two Train Cars behind it, with the rear end of the train being a Short Straight away from the Start of the Road edge. Players represent

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rival groups attempting to take control of a never before seen train operating on the old tracks, before it leaves the territory.

POLe POsITIOn Roll off for Pole Position. At the end of each Gear Phase, pass the Pole Position marker clockwise.

DePLOymenT Vehicles controlled by one player are deployed along the edge on the Start of the Road, of either Road. The other player deploys their vehicles entirely on the other Road along the Start of the Road edge.

sPeCIAL ABILITIes 















  Two Roads: For this scenario, a die will be rolled and a Road Token placed for each Road. If the die result requires you to place a Road Token that has already been placed on the other Road, then do not place a Road Token for that Road this time. Tunnel:   When a Tunnel Road Card is placed, if the Road Card being placed isn’t also a Tunnel Road Card, it gains the same properties as one in addition to whatever the Road Card normally is.   Train Tracks:  The Train Tracks still count as Off-Road and give the normal Hazards as such, but in addition they themselves cause a vehicle to gain +1 hazard tokens.   Train Engine: The Train Engine is Heavyweight, can be targeted, and can receive hits, but do not have Hull Points, cannot be destroyed, cannot gain Hazards, and moves a Medium Straight along the tracks at the end of Gear Phase 1, 2, and 3 right before passing Pole Position. When the Train

Engine moves, it pulls the connected Train Cars along with it. The Train Engine has a Crew Value of 2.   Train Cars:  Train Cars are Heavyweight, can be targeted, and can receive hits, but do not have Hull Points, cannot be destroyed, cannot gain Hazards, and are pulled along by the attached Train Engine along the Track. They have a default Crew Value of 0.   Boarding the Train:   Once a vehicle is in a collision with the Train Engine or a Train Car, that player may attempt to board; Roll 1D6 Attack dice per Crewmember you wish to reduce your own vehicle’s Crew value by (any amount up to one less than their vehicle’s current Crew value) to take control of the Train Engine or Train Car, the player to that player’s left rolls a number of  Dice to Evade with equal to the current Crew Value of the vehicle being boarded. If there are any un-cancelled hits, the player takes control of the vehicle. When the vehicle is taken control of, it’s new Crew value is whatever the player reduced of their own Crew Value on their vehicle, as their crew board the vehicle and kill the currently existing Crew.   Looting the Train: When the Train moves at the end of Gear Phase 1, 2, or 3, if you have control over a Train Car, Roll 1D6: 1: Nothing Happens. 2-3: The Train Car gains a Shotgun if it doesn’t already have one. 4-5: The Train Car gains Grenades x5 6: The Train Car gains a Magnum   Movi Moving ng from one Trai Train n Car to anot another, her, or, to the Trai Train n Engine Engine::  When you activate the Train Engine or a Train Car, you may board the adjacent train piece the same way “Boarding the Train” is handled above from a non-Train vehicle.   Hit by the Trai Train: n:   When the Train Engine moves, if it touches any vehicle it makes a Piledriver attack. The Train is a Heavyweight vehicle, and is at Gear 3,

If you are playing with with Gaslands:   rules, handle the taking  Gaslands: Crewmembers Expanded  rules, over of the Train Engine and Train Cars as you normally would with Boarding Combat, with the player to your left rolling Boarding Combat dice for the Engine Crew when needed. Using these rules, Train Cars have a default Crew Value of 4, but begin the game with 4 Vacant Seat Tokens Each.

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GAme enD The game lasts until the Train leaves the play area off the edge containing the End of the Road.

VICTORy COnDITIOns If the Train Engine exits the area of play off the End of the Road with neither player controlling it, both players lose. If the Train Engine leaves the End of the Road while being controlled by a player, that player wins!

GAUNTLET “That place is death, that' “That that'ss why they call it Death Valley of course. The green haze, those damned  humanss plagued by radiat human radiation, ion, their traps, just… avoid the place at all costs is all I’m saying. Also, we need you to deliver a most urgen urgentt message to the next settlement within the day... The Valley’s Valley’s your  best bet of course,but, you don’t wanna go there.” 

SETUP Lay out terrain to represent a post apocalyptic wasteland with a 6” wide, 48” long Road stretching from one side to the other down the middle. Roll 1D6, place the appropriate type of Road Card or terrain at the End of the Road for each Road, then move each Road Card a Medium Straight towards the Start of the Road. Repeat this process until there are 4 Road Cards on each Road. Then roll 1D6 and place the appropriate Road Token near the End of the Road. All players are members of a settlement with important news that must get to the far side of  Death Valley, and its up to their vehicles to get the job done. In this Scenario, players are Couriers, and not enemies to each other, but do have a friendly competition going on along the journey.

POLe POsITIOn Roll off for Pole Position. At the end of each Gear Phase, pass the Pole Position marker clockwise.

DePLOymenT Starting with the player with Pole Position, players take it in turns to deploy one vehicle anywhere along the board edge containing the Start of the Road.

sPeCIAL RULes 



  Friendly: Courier vehicles may not attack each other. If engaged in a collision with each other, both vehicles must choose Evade.   Enemy Attack: At the end of each Gear Phase in which vehicles activated, each player, starting with the player with Pole Position, must roll a single Skid Die. Off-Road closest to your furthes furthestt along - Shift:  Ambush! A mutant unearths itself. Place a Mutant Off-Road vehicle without being in base contact, then attacks with a Medium Range, Crew Fired Weapon dealing 2D6. Evade as Normal. Mutants can be shot or run down, and Evade with 2D6. Attackers suffer -1 to Attack Dice targeting Mutants due to being small targets. Mutants die if they receive

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an un-canc un-cancell elled ed Hit, or if the they y are ever in bas base e con contact tact with a vehi vehicle cle durin during g that vehicle vehicle’s ’s activation. - Spin:  Sniper! Place a Mutant Off-Road a Long Straight directly off the side of the road, with one end of the Long Straight touching the Road nearest to your furthest along vehicle, and then attacks with a Double Range, Crew Fired Weapon dealing 2D6 with Blast. - Slide:  Mutant Buggy! A Buggy appears from off a board edge closest to your furthest along vehicle and uses a Nitro Booster to engage in a collision. The Buggy is placed with at least one tire touching the board edge, and angled to directly face the nearest vehicle. The buggy is in 3rd Gear.. It imm Gear immedi ediate ately ly mov moves es a Long Strai Straight ght (using its Nitr Nitro o Booste Booster) r) then then mo moves ves a Medium Medium Straight. On subsequent turns, the buggy selects only Medium Straight templates until it leaves the opposite board edge (or until it is destroyed) if it survived the initial collision. - Hazard:  A spike trap pops up, dealing 2 damage to your furthest along vehicle and giving the vehicle 2 Hazard Tokens. The trap is then destroyed.

GAme enD The game ends when there are no more vehicles controlled by players left on the play area.

VICTORy COnDITIOns For each vehicle to leave the play area off the End of the Road, that vehicle’s controller gains 1 Victory Point. The first player to have their vehicle leave the board gains an additional 1 Victory Point. Players earn 1 Victory Point for each Mutant and Mutant Buggy they kill during the game. Whoever has the most Victory Points at the end of the game wins (and survives to deliver the message)!

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Presented here are alternate rules for the Rolling Road you use for Road Wolf Scenarios. In 1986 a board game was published by Milton Bradley,  Thunder Road , obviously directly inspired by Mad Max, and was an inspiration of  Gaslands   Gaslands s creation. As seen on Boardgamegeek.com forums,  Gaslands creator Mike Hutchinson can be seen commenting about wanting to implement the rolling road mechanics of how Thunder Road worked even. However, the issue was, and still remains to this day ’      

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that with both the publicati publication on of  Gaslands   Gaslands  and also, this PDF, you have a batch of rules at your disposal, but we cannot provide you with board game style tiles. That being said, if you are artistic enough to want to assemble the tiles, this is the best place to present these rules, as they could work as an alternate way to handle to how the rolling road  is handled by the conversion done earlier in this PDF for the Road Wolf Scenarios in this PDF.  “



WHAT YOU’LL NEED To be able to play Road Wolf Scenarios, there there are a few things you will need to print out found at the rear of this document.

ROAD TILes You will need two 2  x 2  boards that you create, each one representing representing the barren wasteland, wasteland, with a 6  wide, 24  long Road down its center. Each board should be identical, and so that when each it sat adjacent, adjace nt, the Road is a 4  long continuations Road, which will be referred to as the First Tile and ’









Second Tile. The First Tile contains the only Start of the Road  and the Second Tile s far side contains the only End of the Road . 2  x 2  tiles of Pink Insulation Foam are available at Home Depot, though alternatively you may opt to cut foamcore board to size. Beyond that, some roofing tiles for road, some sand, and some paint and you have your Road Tiles ready for play. ”



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ROAD CARDs Road Cards are placed during the Setup Phase of Road Wolf Scenarios, and whenever a Second Tile is placed. They introduce new rules to sections of the Road that vehicles will either wish to converge on or avoid. You will need to print the Road Card page 3 times, giving you 3 of each type of Road Card for your games.

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Each Road Wolf Scenario may utilize the following rules, assuming you have created the two Road Tiles needed, as each Scenario is focused on the importance of the road in a remote wasteland. Please familiarize yourself with the following rules before playing a Scenario, as these rules are the backbones of each one.

THe ROAD The Road stretching from one tile, to the end of the other tile, counts as Road. Whenever a vehicle’s maneuver template would overlap the End of the Road on the Second Tile, immediately pause the activation, and remove all vehicles and terrain from the First Tile and place that Tile after the Second Tile. This newly placed Tile is now the Second Tile, and the previous one is now the First Tile. Vehicles removed from the First Tile being removed will not be returning this Scenario. When the First Tile becomes the Second Tile, proceed to Placing a New Second Tile, followed by Placing Terrain.

enD Of THe ROAD The End of the Road now refere references nces the End of the Road on the far side of the Seco Second nd Tile, and during scenarios that call for “vehicles exiting the area of play off the End of the Road” those Game End stipulations now care about vehicles “exiting the area of play off the End of the Road off of a Second Tile with three tokens near it.”

Off-ROAD In Road Wolf Scenarios, anywhere on the play area that is not the Road terrain is considered to be Treacherous terrain, consisting of overly rocky areas, soft sand, and dips and craters.

Placing A New Second Tile Once a vehicle has exited the Second Tile, and the First Tile becomes the new Second Tile, roll 1D6 and place the appropriate Road Card adjacent to the End of the Road, then move each Road Card a Medium towards the Start of the Road. Repeat this process until two Road Cards have been placed.      

       

1: 2: 3: 4:

Do not place a Roa Road d Ca Card. rd. P Place lace a S Slide lide Road Card. Pl Place ace a Debris Road Card. Pl Place ace a Wreckag Wreckage e Ro Road ad C Card. ard.

  5: Pl Place ace a Tunne Tunnell Road Road C Card. ard.   6: Make a note to plac place e one piece of te terrain. rrain.

Then, the player with Pole Position places one piece of terrain on either side of the Road anywhere on the Second Tile not within a Medium of where the Tiles connect, after which the next player places a piece of terrain on either side of the Road anywhere on the Second Tile not within a Medium of  where the Tiles connect. Afterwards, place a token of sorts or perhaps a die near the Second Tile to remind all players how many times a Second Tile has been placed.

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GAsLAnDs GAme DesIGn

ROAD WOLf sCenARIO DesIGn

THUnDeR ROAD GAme DesIGn

fORmATTInG

PLAyTesTInG

PROOfReADInG

PHOTOGRAPHs

COVeR ART

ACknOWLeDGemenTs

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ROAD CARDS (Print x3)

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ROAD TOKENS

SLIDE

 

DEBRIS

 

Wreckage

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  TUNNEL

TERRAIN

   

The Wasteland. Nothing for miles and miles, except a desolate highway stretching on, and off into the horizon. It’s hardly traveled anymore, but those who have gasoline appreciate its existence. For it is far easier on your vehicle to ride the cracked and dry asphalt than to attempt to off-road.

In  Gaslands: Endless Asphalt  you’ll   you’ll find a collection of  Scenarios adapted from the vehicular miniatures game  Road  Wolf , and formatted to play seamlessly with Gaslands: Refuelled . Players will engage in scrolling terrain, new rules spawned onto the ever sprawling road, and race to leave territories before marauders can stop them. In addition, the Gauntlet Scenario offers Gasland’s  first co-op scenario, where players attempt to work together to escape Death Valley, a territory under the reign of mutated humans. Also included are optional rules for rolling roads based on the 1986 board game  Thunder Road.

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