"Protect the convoy. Slow it down. The road is a battlefield."
| Scenario Type | Asymmetric Objective (Moving Target) |
|---|---|
| Players | 1 vs 1 (Defender vs Attacker) |
| Map Size | 16×10 hex grid |
| Estimated Playtime | 60-75 minutes |
| Difficulty | Intermediate |
| Victory Condition | Defender: Get the Caravan to the exit by Turn 12 Attacker: Destroy the Caravan (reduce to 0 HP) OR block it for 12 turns |
A slow-moving Supply Caravan carries critical resources across the battlefield. The Defender must escort it safely to the exit while fending off the Attacker. The Caravan moves automatically each turn but has no weapons or defenses...it's a sitting duck.
This scenario teaches asymmetric objectives and tempo management. The Defender must balance aggression (stopping the Attacker) with protection (keeping the Caravan safe). The Attacker faces a dilemma: destroy the Caravan quickly, or tie up the Defender in combat?
The turn limit creates pressure. Every turn the Attacker delays is a turn closer to the Defender's victory.
[ ][ ][F ][ ][ ][ ][ ][ ][ ][ ][ ][ ][F ][ ][ ][ ] [ ][F ][F ][R ][ ][ ][ ][ ][ ][ ][ ][R ][F ][F ][ ][ ] [E1][E1][R ][ ][==][==][==][==][==][==][==][==][ ][R ][E1][E1] [E2][E1][ ][ ][==][ ][ ][ ][ ][ ][ ][==][ ][ ][E1][E2] [E2][E1][ ][ ][==][ ][ ][ ][ ][ ][ ][==][ ][ ][E1][E2] [E2][E1][ ][ ][==][ ][ ][ ][ ][ ][ ][==][ ][ ][E1][E2] [E1][E1][R ][ ][==][==][==][==][==][==][==][==][ ][R ][E1][E1] [ ][F ][F ][R ][ ][ ][ ][ ][ ][ ][ ][R ][F ][F ][ ][ ] [ ][ ][F ][ ][ ][ ][ ][ ][ ][ ][ ][ ][F ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
| Symbol | Terrain Type | Effects |
|---|---|---|
| [==] | Road | Moving horizontally along road costs 1 SP for 2 hexes (fast travel). Provides no defensive bonus. |
| [R] | Rubble | +1 Defense, difficult terrain (2 SP per hex) |
| [F] | Forest | +1 Defense, blocks LOS if 2+ consecutive forest hexes |
| [E1]/[E2] | Elevation | E1: +1 damage, ignore cover. E2: +2 damage, +1 Range |
| [ ] | Clear Ground | Standard movement (1 SP per hex) |
| Stat | Value |
|---|---|
| HP | 40 |
| Armor | 2 (heavy plating) |
| Movement | 2 hexes per turn (automatic, moves at end of Defender's turn) |
| LOS | Counts as a large obstacle (blocks LOS for 1 hex) |
| Attacks | None (cannot defend itself) |
| Role | Starting Position | Restrictions |
|---|---|---|
| Supply Caravan | Hex [1,5] (left side, on Road) | Faces right (toward exit) |
| Defender | Within 3 hexes of Caravan | Can deploy on road or adjacent terrain |
| Attacker | Within 8 hexes of exit [15,5] | Must start at least 6 hexes from Caravan |
If Attacker Wins Too Easily:
If Defender Wins Too Easily:
On Turn 6, a second Attacker Casket (controlled by same player) enters from hex [13,9] (bottom right). Defender must split attention between two threats.
When the Caravan takes 20+ damage, it drops Unstable Soulstones. Place 3 Soulstone tokens on the road where the Caravan was hit. Any Casket that moves through those hexes takes 3 damage (explosion).
Remove the Turn 12 limit. Attacker must destroy the Caravan OR eliminate the Defender to win. Makes the scenario less tense but more forgiving for new players.
This scenario tests asymmetric objectives and tempo management. The Defender must balance aggression (stopping the Attacker) with protection (keeping the Caravan safe). The Attacker must decide: "Do I destroy the Caravan, or eliminate the Defender?"
The turn limit creates urgency. The Defender wants to move fast; the Attacker wants to slow everything down.
Lesson: Not every scenario is "kill the enemy." Sometimes survival is victory.
"The road is long. The enemy is relentless. Protect what matters."