Raid

Year 1619: The Viksyn "state", actually a (very) loose confederation of tribes, had been in existence for some 200 years since the Eldryn had (for reasons completely opaque to history) taken them under their wing, settled them in a neighboring region, and guaranteed their security against all comers. As time went by, and the Viksyn population grew to respectable size, a distance slowly came between the Elves and their Amazon protectorate, and the Elves lost interest in their protection of the Viksyn's rather nebulous right to exist (nebulous in that they didn't seem to feel any other state, kingdom, or tribe had any particular such right).

While the Viksyn became culturally advanced, with strong sense of solidarity and a strong moral code (at least when dealing amongst themselves), they remained politically basically tribal. Combined with their absolute desire for self-sufficiency and therefore distrust of the entanglements of commerce, this lead to numerous border incidents in which individual Viksyn tribes would resort to violence to obtain food or other needs from their neighbors in times of shortage. This was a normal state of affairs with the equally tribal and far more primitive Ferkin, but it was not appreciated by their more civilized Khurdak neighbors. In 1619, a southern Khurdak state put together a punitive expedition to see if they could permanently discourage the Viksyn from this behavior.


Setup: Purchase all units simultaneously. the Defender then sets up, with the Raider entering his or her units on turns 1 and 3.
Raider - Khurdak:
Purchase two "Columns", each of which contains 45GP worth of units. One Column will arrive on turn 1, and one on turn 3; each column must enter on or adjacent to one of the road hexes exiting the north edge of the board. Secretly predesignate which column will enter on which hexes on which turn prior to Viksyn setup.
Defender - Viksyn: 80GP of units. Deploy at least on unit in each friendly city.

Special Rules

  1. Occupation/control of onboard cities does not affect production in any way in this scenario. The only available production is defined in special rules #2 and #3.
  2. Each Raider Column receives 4GP of production per turn after entry. This production may only be used to add strength to units on the board as part of that Column; no new units may be built.
  3. The Defender receives 6GP of production per turn.
  4. Raider units may be exited off of the north edge of the board without penalty. Such units may never reenter the game.
  5. The Raider earns Victory Points for the following activities: Each player receives 1 Victory Point for each non-Wizard enemy unit eliminated; 3VPs for eliminating an enemy Wizard; the first time the Raider solely occupies any city, he or she receives VP equal to it's GP value. City VPs can never be lost, and can only be earned once for each city. The Raider loses VPs for the following: Each eliminated friendly unit is -1VP; each eliminated friendly Wizard is -2VP. Any Raider units left on the board at the end of the game are considered eliminated.

Victory: The Raider wins if has at least 10VP at the end of the game.


Variations:

  1. Wildryn Raider vs. Jurlak defender. Use the map layout below. Wildryn need 12VP to win.