"Sacred ground. Contested shrines. Control the Cathedral or die trying."
| Scenario Type | Arena Scenario #2: 1v1 Objective Control |
|---|---|
| Factions | Church of Absolution vs Dwarven Forge-Guilds |
| Map Size | 14×12 hex grid |
| Estimated Playtime | 60-75 minutes |
| Difficulty | Intermediate (Objective Control Tactics) |
| Victory Condition | Control 6+ points at end of Round OR reduce opponent to 0 HP OR hold Central Cathedral for 3 consecutive Rounds |
| Status | Playtest Ready |
Reliquary Ruins is an objective control scenario where two Caskets battle for sacred shrines scattered across a ruined cathedral complex. Victory doesn't require killing your opponent...controlling the majority of Reliquaries is enough. This scenario emphasizes map control, mobility, and strategic positioning over pure combat prowess.
Five Reliquaries (worth 10 total control points) are scattered across the 14×12 battlefield. The Central Cathedral (R3) is the most valuable objective, sitting atop Elevation 2 with 4 hexes worth 2 total points. Players must balance offensive pressure with objective scoring, choosing when to contest enemy-held shrines versus securing their own.
This scenario teaches advanced tactics: when to contest enemy objectives vs securing your own, mobility vs durability trade-offs, high-ground advantage, and long-term planning for domination victory conditions.
1 2 3 4 5 6 7 8 9 10 11 12 13 14
┌───────────────────────────────────────────────────────┐
1 │ . . . W W R1 R1 W W . . . . .│
│ . . . W F F F W . . . . . │
2 │ . . F F W . . W F F . . . .│
│ . . F F . . . . F . . . . │
3 │ . F F . . P . P . . F F . .│
│ . F . . . E2 E2 . . . F . . │
4 │ R2 R2 F . . E2 R3 R3 E2 . . F R2 R2│
│ F F . . . E2 E2 . . . F F . │
5 │ . F F . . P . P . . F F . .│
│ . . F F . . . . F . . . . │
6 │ . . F F W . . W F F . . . .│
│ . . . W F F F W . . . . . │
7 │ . . . W W R4 R4 W W . . . . .│
│ . . . . W W W . . . . . . │
8 │ . . . . . F F . . . . . . .│
│ . . . . F . F . . . . . . │
9 │ . . . . F . . . F . . . . .│
│ . . . F . . . . F . . . . │
10│ . . . F . . . . . F . . . .│
│ . . F . . . . . . F . . . │
11│ . . F . . . . . . . F . . .│
│ . F . . . . . . . . F . . │
12│ . . . R5 R5 . . . R5 R5 . . . .│
└───────────────────────────────────────────────────────┘
LEGEND:
═══════
R1-R5 = Reliquaries (objectives worth control points)
E2 = Elevation 2 (Central Cathedral, high ground)
P = Pillars/Ruins (total cover, +2 Defense)
F = Forest/Overgrowth (+1 Defense, blocks LOS)
W = Water/Moat (difficult terrain, removes 2 Heat)
. = Clear Ground (open battlefield)
DEPLOYMENT ZONES:
═════════════════
Church: Rows 2-4, Columns 3-11 (North section)
Dwarves: Rows 10-12, Columns 3-11 (South section)
RELIQUARY POINT VALUES:
═══════════════════════
R1 (North): 2 hexes = 2 points (1 per hex)
R2 (E/W): 4 hexes = 4 points (1 per hex)
R3 (Center): 4 hexes = 2 points (standing on ANY grants 2)
R4 (South): 2 hexes = 2 points (1 per hex)
R5 (Far South):2 hexes = 2 points (1 per hex)
──────────
TOTAL: 14 hexes = 10 points available
Note: Hex grid stagger pattern shown. Each row offset by 0.5 hex width.
| Reliquary | Location | Hexes | Points Available |
|---|---|---|---|
| R1: North Shrines | Top of map | 2 hexes | 1 point per hex (2 total) |
| R2: East/West Shrines | East and west sides | 4 hexes (2 each side) | 1 point per hex (4 total) |
| R3: Central Cathedral | Center, Elevation 2 | 4 hexes (zone) | 2 points total (standing on ANY of 4 hexes) |
| R4: South Shrines | South side | 2 hexes | 1 point per hex (2 total) |
| R5: Far South Shrines | Bottom of map | 2 hexes | 1 point per hex (2 total) |
| TOTAL | 14 hexes across 5 Reliquaries | 10 points available | |
At the END of each Round (both players have taken a turn):
Important: If both players occupy different hexes of the same Reliquary (e.g., Church on R1-Hex1, Dwarves on R1-Hex2), NEITHER player scores points from that Reliquary. This creates "contesting" gameplay where denying opponent scoring is as valuable as scoring yourself.
| Terrain Type | Hexes | Movement Cost | Effects |
|---|---|---|---|
| Water/Moat (W) | 14 | 2 SP per hex | Difficult terrain. Remove 2 Heat at end of turn (increased from standard 1). |
| Forest/Overgrowth (F) | 16 | 1 SP per hex | +1 Defense. Blocks LOS if 2+ forest hexes in a row. |
| Pillar/Ruins (P) | 4 | 1 SP per hex | +2 Defense. Blocks LOS completely (total cover). Creates chokepoints. |
| Elevation 2 (E2) | 10 | 3 SP to climb | +2 damage to attacks FROM this hex. Ignore cover. Costs 3 SP to climb from ground. |
| Reliquaries (R1-R5) | 14 total | 1 SP per hex | +1 Defense (R1/R2/R4/R5), +2 Defense (R3 on Elevation 2). Score points at end of Round. |
| Clear Ground | Rest | 1 SP per hex | No modifiers. Standard open battlefield. |
You can contest a Reliquary by standing on it, denying opponent control. If Church is on R1-Hex1 and Dwarves are on R1-Hex2, NEITHER player scores points from R1 that round. Blocking opponent scoring is as valuable as scoring yourself, especially if you're ahead on points.
R3 (Central Cathedral) is the most valuable objective, sitting on Elevation 2 with the following benefits:
Tactical Note: Dwarven Fortress Caskets have only 3 SP per turn, meaning climbing to R3 costs their ENTIRE turn. Church Scouts (6 SP) can climb and still have 3 SP remaining for attacks. This asymmetry creates interesting strategic tension.
Pillars (P) provide total cover, creating tactical bottlenecks:
Water hexes remove 2 Heat (instead of standard 1), encouraging aggressive Heat buildup. Risk/reward: spend 2 SP to enter Water, remove 2 Heat. Dwarves (high Heat generation) benefit more from this enhanced cooling.
| Faction | Zone | Strategic Position |
|---|---|---|
| Church of Absolution | North section (rows 2-4, columns 3-9) | Close to North Shrines (R1) and East/West Shrines (R2) |
| Dwarven Forge-Guilds | South section (rows 10-12, columns 3-9) | Close to South Shrines (R4, R5) |
| Casket Class | Scout (Light Frame - 6 SP per turn) |
|---|---|
| Total Deck Size | 28 cards (10 Universal + 6 Faction + 10 Equipment + 2 Tactics) |
| Starting HP | 28 HP (1 card = 1 HP) |
| Playstyle | Fast objective runner prioritizing speed and map control over raw damage |
Universal Core (10 cards - Mandatory):
Church Faction Core (6 cards - Mandatory):
Equipment - Spear (5 cards):
Equipment - Buckler Shield (2 cards):
Equipment - Martyr's Brand Sigil (3 cards, Church-Exclusive):
Tactics (2 cards):
| Casket Class | Fortress (Ultra-Heavy Frame - 3 SP per turn) |
|---|---|
| Total Deck Size | 35 cards (12 Universal + 6 Faction + 17 Equipment + 2 Tactics) |
| Starting HP | 35 HP (includes +2 from Stone Endurance) |
| Playstyle | Ultimate fortress tank focused on holding Central Cathedral and denying Church mobility |
Universal Core (12 cards - includes +2 from Stone Endurance):
Dwarven Faction Core (6 cards - Mandatory):
Equipment - Greatsword (8 cards, 2-handed):
Equipment - Reinforced Plating (3 cards):
Equipment - Repair Kit (3 cards):
Equipment - Forge-Rune Sigil (3 cards, Dwarven-Exclusive):
Tactics (2 cards):
| Victory Type | Requirement | Notes |
|---|---|---|
| Majority Control | 6+ points at end of Round | Most common victory. 60%+ control = win. |
| Deathmatch | Reduce opponent to 0 HP | Standard combat victory. Opponent's deck empty. |
| Cathedral Dominance | Control R3 for 3 consecutive Rounds | Rare but thematic. Requires sustained control. |
This scenario teaches advanced tactical concepts:
| Mechanic | What You'll Learn |
|---|---|
| Objective Control | When to contest enemy objectives vs securing your own. Denial as valuable as scoring. |
| Map Control Priority | Controlling space and objectives often more important than killing opponent. |
| Mobility vs Durability | Church's 6 SP speed vs Dwarven 3 SP tankiness creates different win paths. |
| High-Ground Advantage | Elevation 2 grants +2 damage and ignore cover (extremely powerful positioning). |
| Chokepoint Usage | Pillars create tactical bottlenecks forcing close combat near objectives. |
| Resource Allocation | Spend SP on movement to objectives or combat to deny opponent? Critical decisions. |
| Long-Term Planning | Domination victory (3-Round Cathedral hold) requires sustained control strategy. |
| Asymmetric Playstyles | Different factions have completely different optimal strategies for same objective. |
| Phase | Rounds | Duration | Description |
|---|---|---|---|
| Rush Objectives | 1-2 | 15-20 min | Church rushes North/East shrines (R1, R2) with 6 SP mobility. Dwarves push toward South shrines (R4, R5) or beeline to Central Cathedral. First control points scored (3-4 points each). |
| Cathedral Contest | 3-5 | 15-20 min | Both players push toward Central Cathedral (worth 2 points). First to claim R3 gains massive advantage (+2 damage from elevation). Combat begins on high ground. |
| Objective Denial | 6-8 | 15-20 min | Losing player switches to contesting opponent's objectives instead of scoring. Strategic denials to prevent 6-point victory. Combat intensifies. First reshuffle likely. |
| Endgame | 9-12 | 15-20 min | One player reaches 6+ points for majority victory OR deck death spirals force combat resolution OR Cathedral domination (3 Rounds held). Desperate all-in attacks. |
Expected Winner: 55/45 Church favor (higher mobility, faster objective grabbing). However, skilled Dwarf players can win by securing Central Cathedral early and holding it as an impregnable fortress, forcing Church to contest high ground at disadvantage.
Before starting, ensure you have prepared: