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eliquary Ruins

"Sacred ground. Contested shrines. Control the Cathedral or die trying."

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Scenario Overview

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
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Scenario Description

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.

RELIQUARY RUINS - BATTLEFIELD MAP (14×12 Hexes)

    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.

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Reliquary Control System

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

How Control Works

At the END of each Round (both players have taken a turn):

  1. Check which Reliquary hexes each player is standing on
  2. Award control points:
    • R1, R2, R4, R5: 1 point per hex occupied
    • R3 (Central Cathedral): 2 points if ANY of the 4 hexes occupied
  3. Track cumulative control points on paper or tokens
  4. Victory Check: If one player has 6+ points (majority control), they win immediately

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.

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Map Features & Terrain

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.

Special Terrain Rules

1. Objective Denial (Contesting)

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.

2. Central Cathedral High Ground

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.

3. Pillar Cover (Chokepoints)

Pillars (P) provide total cover, creating tactical bottlenecks:

4. Enhanced Heat Management

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.

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Deployment

Deployment Zones

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)

Deployment Procedure

  1. Roll Initiative: Both players roll 1d6. Higher roll chooses who deploys first.
  2. First Player Deploys: Place Casket in any clear ground hex within their deployment zone. Choose initial facing.
  3. Second Player Deploys: Place Casket in their deployment zone. Choose initial facing.
  4. First Player Takes Round 1: The player who deployed first begins the game.
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Pre-Built Decks

Church: "Zealot's March" (Fast Objective Runner)

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

Deck Composition:

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):

Strategy: Fast objective runner (6 SP = highest mobility). Spear provides 2-hex range for objective harassment. Prioritize speed and map control over raw damage. Grab North Shrines (R1) + East/West Shrines (R2) early with Sprint + Vanguard Rush. Force Dwarves to chase. Buckler Shield provides emergency defense without slowing movement. Light deck (28 cards) cycles faster.
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Dwarves: "Fortress Keeper" (Central Cathedral Holder)

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

Deck Composition:

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):

Strategy: Ultimate fortress tank. Only 3 SP per turn (Fortress class) = must choose actions carefully. Rush Central Cathedral (R3, 2 points) early, fortify with Rune Counters. Greatsword deals massive damage (6-10 per hit) with area denial. Reinforced Plating + Rune Counters = extreme damage reduction (-6 total). Repair Kit sustains through long games. 35 HP deck outlasts Church. Hold Cathedral, force Church to come to you, control South Shrines (R4) for 4 total points. Win through attrition and area denial.
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Victory Conditions

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.
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Learning Objectives

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.
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Expected Game Flow

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.

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Setup Checklist

Before starting, ensure you have prepared:

Materials Required:

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"The Cathedral has stood for 437 years. Claim it, hold it, consecrate it in blood. Let the shrines bear witness to your victory." -Warden of the Reliquary
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