ARENA SCENARIO #1: THE PROVING GROUNDS
Type: 1v1 Deathmatch
Factions: Church of Absolution vs Dwarven Clans
Estimated Playtime: 45-60 minutes
Difficulty: Beginner-friendly (tests core mechanics)
Victory Condition: Reduce opponent to 0 HP OR force 4+ reshuffles
SCENARIO SETUP
Map: The Proving Grounds (12×12 Hexes)
[F ][F ][ ][ ][ ][ ][ ][ ][ ][ ][F ][F ]
[F ][F ][R ][ ][ ][ ][ ][ ][ ][R ][F ][F ]
[ ][R ][R ][ ][ ][W ][W ][ ][ ][R ][R ][ ]
[ ][ ][ ][ ][W ][W ][W ][W ][ ][ ][ ][ ]
[ ][ ][ ][W ][W ][E1][E1][W ][W ][ ][ ][ ]
[ ][ ][W ][W ][E1][ ][ ][E1][W ][W ][ ][ ]
[ ][ ][W ][W ][E2][ ][ ][E2][W ][W ][ ][ ]
[ ][ ][ ][W ][W ][E2][E2][W ][W ][ ][ ][ ]
[ ][ ][ ][ ][W ][W ][W ][W ][ ][ ][ ][ ]
[ ][R ][R ][ ][ ][W ][W ][ ][ ][R ][R ][ ]
[F ][F ][R ][ ][ ][ ][ ][ ][ ][R ][F ][F ]
[F ][F ][ ][ ][ ][ ][ ][ ][ ][ ][F ][F ]
Terrain Legend
[F] - Forest (8 hexes)
- Effect: +1 Defense when standing in this hex
- Movement: Normal (1 SP per hex)
- LOS: Blocks LOS through multiple forest hexes
[R] - Rubble (8 hexes)
- Effect: +1 Defense when standing in this hex
- Movement: Difficult Terrain (2 SP per hex)
- LOS: Does not block LOS
[W] - Water/Mud (20 hexes)
- Effect: No defensive bonus
- Movement: Difficult Terrain (2 SP per hex)
- LOS: Does not block LOS
- Special: If you end turn in Water, remove 1 Heat
[E1] - Elevation 1 (4 hexes, ring 1)
- Effect: +1 damage to attacks FROM this hex
- Effect: Ignore cover when attacking FROM this hex
- Movement: Costs 2 SP to enter from lower elevation
- LOS: Can see over non-elevated terrain
[E2] - Elevation 2 (4 hexes, ring 2)
- Effect: +2 damage to attacks FROM this hex
- Effect: Ignore cover when attacking FROM this hex
- Movement: Costs 3 SP to enter from Elevation 1, 5 SP from ground
- LOS: Can see over all terrain except Elevation 2
- Special: Attacks FROM Elevation 2 gain +1 Range
[ ] - Clear Ground (All other hexes)
- Effect: No modifiers
- Movement: Normal (1 SP per hex)
DEPLOYMENT
Church of Absolution Deployment Zone
Hexes: Top-left quadrant (rows 1-3, columns 1-3)
[F ][F ][ ]
[F ][F ][R ]
[ ][R ][R ]
Starting Position: Player chooses any hex in this zone
Facing: Player chooses initial facing
Dwarven Clans Deployment Zone
Hexes: Bottom-right quadrant (rows 10-12, columns 10-12)
[R ][R ][ ]
[R ][F ][F ]
[ ][F ][F ]
Starting Position: Player chooses any hex in this zone
Facing: Player chooses initial facing
Deployment Order
- Roll 1d6: Higher roll chooses who deploys first
- First player: Places Casket in their deployment zone
- Second player: Places Casket in their deployment zone
- First player begins Turn 1
PRE-BUILT DECKS
CHURCH DECK: “MARTYR’S FURY”
Casket Class: Assault (Medium Frame - 5 SP)
Build:
- 10 Universal Core (mandatory)
- 6 Church Faction Core (mandatory)
- Equipment: Longsword (6 cards) + Buckler Shield (2 cards) + Martyr’s Brand Sigil (3 cards) = 11 cards
- 2 Tactics: Righteous Fury + Blood Pact
Total: 29 cards (10 Universal + 6 Faction + 11 Equipment + 2 Tactics)
Deck Composition:
Universal Core (10 cards):
- Move ×3 (1 SP, Move 2 hexes)
- Sprint ×2 (2 SP, Move 4 hexes, +1 Heat)
- Brace ×2 (1 SP, +2 Defense until next turn)
- Disengage ×1 (1 SP, Move 2 hexes, ignore attacks of opportunity)
- Focus ×1 (0 SP, Draw 1 card)
- Emergency Repair ×1 (3 SP, Recover 3 cards from discard)
Church Faction Core (6 cards):
- Blood Offering ×1 (0 SP, Discard 2 cards, next attack +3 damage)
- Martyrdom Protocol ×1 (2 SP, Redirect damage from ally to yourself)
- Righteous Fury ×1 (Passive, +1 damage per enemy killed - permanent)
- Divine Judgment ×1 (4 SP, Deal 8 damage, ignore Defense)
- Consecrated Ground ×1 (3 SP, Create 3-hex zone, allies heal 1 card/turn)
- Last Rites ×1 (0 SP, When reduced to 0 HP, deal 10 damage to killer)
Equipment - Longsword (6 cards):
- Slash ×2 (2 SP, Melee, Deal 4 damage)
- Thrust ×1 (2 SP, Melee, Deal 3 damage, +2 if attacking front arc)
- Parry ×1 (0 SP, Reactive, Reduce damage by 2, next attack +1 damage)
- Riposte ×1 (1 SP, Reactive, When attacked in melee, deal 3 damage to attacker)
- Guard Stance ×1 (2 SP, Defense, +2 Defense until next turn)
Equipment - Buckler Shield (2 cards):
- Deflect ×1 (1 SP, Reactive, Reduce damage by 2)
- Shield Bash ×1 (2 SP, Melee, Deal 2 damage, push 1 hex)
Equipment - Martyr’s Brand Sigil (3 cards - Church-Exclusive):
- Martyr’s Blessing ×1 (Passive, When you discard cards via Blood Offering, gain +1 Defense until next turn)
- Sacred Wound ×1 (2 SP, Self-harm: discard 1 card, all allies gain +1 damage this turn)
- Zealot’s Fervor ×1 (Passive, When below 15 HP, all attacks deal +1 damage)
Tactics (2 cards):
- Righteous Fury Tactic ×1 (0 SP, Once per game: Next attack deals double damage)
- Blood Pact ×1 (0 SP, Discard 3 cards, recover 3 ally cards)
Opening Hand (6 cards, drawn randomly):
- Shuffle deck, draw top 6 cards
Playstyle:
- Aggressive martyr striker
- Use Blood Offering for burst damage (+3 dmg at cost of 2 HP)
- Longsword provides versatile melee options
- Buckler Shield gives reactive defense without slowing movement
- Martyr’s Brand Sigil rewards self-harm with defensive buffs
- Scales with component destruction (Righteous Fury passive)
Win Condition: Burst opponent down with Blood Offering combos before death spiral begins
DWARVEN DECK: “IMMOVABLE WALL”
Casket Class: Heavy (Heavy Frame - 4 SP)
Build:
- 10 Universal Core (mandatory)
- 6 Dwarven Faction Core (mandatory)
- Equipment: Warhammer (6 cards) + Tower Shield (4 cards) + Forge-Rune Sigil (3 cards) = 13 cards
- 2 Tactics: Stone Endurance + Runic Overcharge
- Stone Endurance Bonus: +2 Universal Core cards (32 total HP)
Total: 33 cards (12 Universal + 6 Faction + 13 Equipment + 2 Tactics)
Deck Composition:
Universal Core (12 cards - includes Stone Endurance bonus):
- Move ×4 (1 SP, Move 2 hexes) - +1 extra from Stone Endurance
- Sprint ×3 (2 SP, Move 4 hexes, +1 Heat) - +1 extra from Stone Endurance
- Brace ×2 (1 SP, +2 Defense until next turn)
- Disengage ×1 (1 SP, Move 2 hexes, ignore attacks of opportunity)
- Focus ×1 (0 SP, Draw 1 card)
- Emergency Repair ×1 (3 SP, Recover 3 cards from discard)
Dwarven Faction Core (6 cards):
- Crushing Blow ×1 (2 SP, Melee, Deal 4 damage, ARMOR PIERCING - ignore all Defense)
- Forge Fury ×1 (2 SP, Convert all Heat to damage, deal X damage where X = current Heat)
- Rune of Protection ×1 (2 SP, Gain 1 Rune Counter, reduce damage by 1 per counter - max 3, lasts until end of mission)
- Unbreakable ×1 (1 SP, Reactive, Reduce damage by 3)
- Earthshaker ×1 (3 SP, Melee AOE, Deal 3 damage to all adjacent enemies, push 1 hex)
- Clan Vengeance ×1 (Passive, +2 damage per Component Damage taken - permanent)
Equipment - Warhammer (6 cards):
- Hammer Strike ×2 (2 SP, Melee, Deal 5 damage)
- Overhead Smash ×1 (3 SP, Melee, Deal 7 damage, +1 Heat)
- Hammer Block ×1 (1 SP, Reactive, Reduce damage by 2, next attack +2 damage)
- Pommel Bash ×1 (1 SP, Melee, Deal 3 damage, target loses 1 SP next turn)
- Crushing Sweep ×1 (2 SP, Melee, Deal 4 damage to target + 2 damage to 1 adjacent enemy)
Equipment - Tower Shield (4 cards):
- Shield Wall ×1 (2 SP, +4 Defense until next turn, cannot move)
- Tower Defense ×1 (1 SP, Reactive, Reduce damage by 3)
- Shield Advance ×1 (2 SP, Move 2 hexes, gain +2 Defense this turn)
- Bulwark Stance ×1 (1 SP, +2 Defense until next turn)
Equipment - Forge-Rune Sigil (3 cards - Dwarven-Exclusive):
- Runic Regeneration ×1 (Passive, When you gain a Rune Counter, recover 1 card from discard)
- Forge Heat ×1 (1 SP, Gain 2 Heat, +1 damage to next attack)
- Rune of Endurance ×1 (Passive, Max Rune Counters increased from 3 to 4)
Tactics (2 cards):
- Stone Endurance ×1 (Passive, +2 Universal Core cards, deck starts at 33 cards instead of 31)
- Runic Overcharge ×1 (2 SP, Once per game: Gain 3 Rune Counters immediately)
Opening Hand (6 cards, drawn randomly):
- Shuffle deck, draw top 6 cards
Playstyle:
- Defensive fortress tank
- Stack Rune Counters (Rune of Protection + Runic Overcharge = 4 counters with Rune of Endurance)
- Use Tower Shield + Rune Counters for massive damage reduction (-7 total)
- Crushing Blow ignores all Defense (counters Church’s defensive buffs)
- 33 HP deck (Stone Endurance) = superior durability
- Outlast opponent through attrition
Win Condition: Survive until opponent’s death spiral (4+ Damage cards) collapses their deck
TURN STRUCTURE REMINDER
4 Phases Per Turn
PHASE 1: REFRESH
- Restore SP to maximum
- Church: 5 SP (Medium Frame)
- Dwarves: 5 SP (Medium Frame)
- If Heat 5+: Roll Strain (1d6 + current Heat)
- 1-5: +1 Heat
- 6-8: -1 SP this turn
- 9-11: Take 2 damage
- 12+: Component malfunction (lose 1 random card type for turn)
PHASE 2: ACTION PHASE
- Play cards from hand (costs SP)
- Move (1 SP per hex, 2 SP for difficult terrain)
- Continue until out of SP or pass turn
PHASE 3: DRAW PHASE
- Draw cards until hand size = 6
- If deck is empty:
- Shuffle discard pile
- Add 1 “Damage” card (blank, dead draw)
- This is your new deck
PHASE 4: END TURN
- Resolve end-of-turn effects
- Remove temporary buffs (e.g., Shield Wall)
- Opponent begins their turn
COMBAT RESOLUTION (WITH DICE)
Attack Steps
- Declare attack: Play attack card, spend SP, declare target component
- Calculate To-Hit Number:
- Base: 5+ (roll 2d6 Attack Dice)
-
- Range (Short 0-3 hexes +0, Medium 4-6 +1, Long 7-10 +2)
-
- Attacker movement this turn (0 hexes +0, 1-3 +1, 4-6 +2, 7+ +3)
-
- Defender movement last turn (0 hexes +0, 1-3 +1, 4-6 +2, 7+ +3)
-
- Hex-side facing (Front +0, Weapon +0, Flank -1, Rear -2, Shield +1)
-
- Cover (Light +1, Heavy +2)
-
- Elevation (Higher -1, Lower +1)
- Roll 2 Attack Dice, add values:
- 5-6 = Hit (standard damage)
- 7-8 = Strong Hit (+1 damage)
- 9 = Critical Hit (+2 damage, bypass 1 Defense)
- 10 (double ) = EXECUTION (auto-destroy component)
- <5 = Miss (attack wasted)
- 2 (double ) = Catastrophic Failure (weapon jams, discard all Primary Weapon cards from hand)
- If hit, defender plays reactive card (optional, 0 SP)
- Defender rolls Defense Dice (1d6 per damage point):
- Count blocks: SHIELD, ABSORB (each blocks 1 damage)
- Apply special effects: CRITICAL (+1 Component Damage), HEAT (+1 Heat), PIERCE (no reactives)
- Defender discards final damage (original - blocks) from hand/deck
Damage Example (With Dice)
Church plays Slash (4 damage, Melee) against Dwarven Casket:
To-Hit Calculation:
- Base: 5+
- Range: Melee (Short range) = +0
- Attacker moved 3 hexes this turn = +1 (need 6+)
- Defender moved 2 hexes last turn = +1 (need 7+)
- Attacking rear arc (hex-side 4) = -2 (need 5+)
- Church on Elevation 1 (higher ground) = -1 (need 4+)
Attack Roll: (3) + (5) = 8 total → STRONG HIT (+1 damage)
Damage Calculation:
- Base: 4 damage
- Strong Hit: +1 damage
- Rear arc bonus: +3 damage
- Elevation 1: +1 damage
- Total: 9 damage
Defense Roll (Dwarf rolls 9 Defense Dice):
- Result:
- 3 blocks () = Reduce to 6 damage
- 2 Criticals () = +2 Component Damage to targeted component
- 1 Heat () = +1 Heat to Dwarf
- 1 Pierce () = Cannot use reactive cards
Final Result:
- Dwarf discards 6 cards (chooses 4 from hand, 2 from deck)
- +2 Component Damage to Right Arm (from )
- +1 Heat to Dwarf
- If any Primary Weapon cards discarded → Add to Component Damage total
Component Damage
When you discard cards from damage:
- Count how many Primary Weapon cards were discarded
- Each Primary Weapon card = 1 Component Damage
- Track Component Damage by location:
- Arms (weapon systems)
- Legs (movement systems)
- Head (sensors)
- Chassis (core systems)
- When 3 Component Damage to same location = Component Destroyed
Component Destruction Effects
- Right Arm Destroyed: Lose all Primary Weapon cards from hand (discard them)
- Left Arm Destroyed: Lose all Secondary Equipment cards from hand
- Legs Destroyed: Movement costs +1 SP per hex
- Head Destroyed: -1 damage to ranged attacks, no sensor abilities
- Chassis Destroyed: -1 SP maximum permanently
VICTORY CONDITIONS
Primary Victory: Reduce Opponent to 0 HP
When opponent’s deck is empty AND they cannot reshuffle (discard pile also empty), they are defeated.
Secondary Victory: Death Spiral (4+ Reshuffles)
After 4 reshuffles, opponent’s deck contains:
- 26 real cards
- 4 Damage cards (13% of deck is dead draws)
At this point, most players concede. You can declare victory if opponent agrees.
Tertiary Victory: Concession
Either player may concede at any time.
SCENARIO OBJECTIVES (Optional Victory Points)
These are OPTIONAL goals for learning/practice. Not required for victory.
Church Objectives
Dwarven Objectives
SPECIAL RULES FOR THIS SCENARIO
1. Simplified Component Damage
For beginner learning, track Component Damage as a single pool (not by location).
- 3 Component Damage total = Destroy 1 random component (roll 1d4: 1=Arms, 2=Legs, 3=Head, 4=Chassis)
Advanced players should track by location.
2. No Pilot Wounds (Optional)
For faster learning games, ignore Pilot Wound Decks.
- Casket destruction = immediate defeat
- No capsule breach, no neural feedback
Once comfortable, add Pilot Wounds for full brutality.
3. Terrain Interaction Encouraged
The map is designed to teach terrain usage:
- Forest corners: Defensive positions (+1 Defense)
- Central elevation: High-risk, high-reward positioning (+2 dmg)
- Water/Mud ring: Heat management and mobility challenge
- Rubble lines: Cover without mobility penalty
Players should experiment with terrain advantages.
EXPECTED GAME FLOW
Turns 1-3: Positioning
- Both players navigate terrain toward center
- Church moves faster (Desperate Lunge, Overextend)
- Dwarves set up defensive buffs (Rune of Protection)
- Minimal damage, mostly movement and setup
Turns 4-6: First Engagement
- Church closes to Melee range
- Dwarves activate Shield Wall
- First attacks land (4-6 damage each)
- Heat begins building (especially Dwarves)
- First Component Damage tracked
Turns 7-10: Brutal Exchange
- Both sides trading heavy blows
- Church using Blood Offering for burst (discard 2 cards for +3 dmg)
- Dwarves stacking Rune Counters (reducing damage)
- First reshuffle likely (add 1 Damage card)
- Heat Strain checks begin (5+ Heat)
Turns 11-15: Death Spiral
- Decks contain Damage cards (dead draws)
- Component destruction occurs (3+ Component Damage)
- Players desperate, using ultimate cards (Hammerfall, Divine Judgment)
- One side collapses
Expected Winner
51/49 Church favor - slightly more aggressive, can burst down Dwarves before attrition matters.
However, if Dwarves survive to Turn 12+, attrition favors them (32 HP vs 30 HP).
LEARNING OBJECTIVES
This scenario teaches:
- SP economy: When to spend, when to save
- Heat management: Risk/reward of high-Heat cards
- Deck cycling: When to reshuffle, when to delay
- Component damage: Tracking and destruction effects
- Facing modifiers: Importance of positioning (rear arc +2 dmg)
- Terrain usage: Cover, elevation, difficult terrain
- Reactive cards: 0 SP interrupts (Brace for Impact, Unbreakable)
- Death spiral: How Damage cards accumulate
After playing this scenario 2-3 times, players should understand all core mechanics.
POST-GAME DEBRIEF
Questions to Consider
- When did you feel most powerful? Most vulnerable?
- How many reshuffles occurred? (Track Damage card accumulation)
- Did Component Destruction happen? Which component?
- How did terrain affect positioning choices?
- Did Heat Strain matter? (5+ Heat rolls)
- Which cards felt most/least useful?
Balance Observations
- Did armor-piercing (Dwarven Crushing Blow) feel oppressive?
- Did Church’s burst damage (Blood Offering) feel fair?
- Did 32 HP (Stone Endurance) make Dwarves too tanky?
- Did Reactive cards (0 SP) disrupt gameplay positively or negatively?
Suggested Variations
- Swap Tactics: Try different Tactic combinations
- Swap Secondary: Church uses Tower Shield, Dwarves use Siege Cannon
- Full Pilot Wounds: Add Pilot Wound Decks for maximum brutality
- Component Tracking: Track Component Damage by specific location
MAP STRATEGY GUIDE
For Church (Aggressive Striker)
- Opening: Deploy in Forest hex (top-left) for initial cover
- Turn 1-2: Rush toward center elevation using Desperate Lunge + Overextend
- Turn 3: Reach Elevation 1 (E1), use Quick Shot to harass
- Turn 4+: Close to Melee, attack from elevated rear arc (4 base + 2 rear + 1 elevation = 7 dmg)
- Heat: Use Water hexes to cool down if overheating
- Win: Burst damage from favorable position before Dwarves stabilize
Key Hexes: Elevation 1 (center ring), Forest corners (fallback)
For Dwarves (Defensive Anchor)
- Opening: Deploy in Rubble hex (bottom-right) for +1 Defense
- Turn 1-2: Advance slowly, play Rune of Protection (stack counters)
- Turn 3: Activate Shield Wall, position near Water (Heat management)
- Turn 4+: Let Church come to you, counter-attack with Crushing Blow
- Heat: High Heat generation, use Water hexes frequently
- Win: Outlast Church through superior HP and damage reduction
Key Hexes: Rubble (defensive positions), Water (Heat cooling), Elevation 2 (if safe)
QUICK REFERENCE
Movement Costs
- Clear Ground: 1 SP per hex
- Difficult Terrain (Water/Rubble): 2 SP per hex
- Entering Elevation 1: 2 SP
- Entering Elevation 2: 3 SP (from E1), 5 SP (from ground)
Damage Modifiers
- Rear Arc: +2 dmg (attacker), -2 Defense (defender)
- Side Arc: +1 dmg (attacker), -1 Defense (defender)
- Front Arc: +0 dmg (attacker), Full Defense (defender)
- Elevation 1: +1 dmg from this hex
- Elevation 2: +2 dmg from this hex
- Cover (Forest/Rubble): +1 Defense when standing in hex
Heat Strain Table (Roll at 5+ Heat)
| 1d6 + Heat | Effect |
|————|——–|
| 1-5 | +1 Heat |
| 6-8 | -1 SP this turn |
| 9-11 | Take 2 damage |
| 12+ | Component malfunction |
Component Destruction Effects
| Component | Effect |
|———–|——–|
| Right Arm | Lose Primary Weapon cards from hand |
| Left Arm | Lose Secondary Equipment cards from hand |
| Legs | Movement +1 SP per hex |
| Head | -1 dmg to ranged attacks |
| Chassis | -1 SP maximum |
SETUP CHECKLIST
Before starting:
NOTE: If you don’t have custom dice, use regular d6:
- Attack Dice: Face 1=(1), 2=(2), 3=(3), 4=(4), 5=(5), 6=(0)
- Defense Dice: Face 1=, 2=, 3=, 4=, 5=, 6=
STATUS: PLAYTEST READY
NEXT STEP: Example of Play (4-5 turn walkthrough)
ESTIMATED TIME: 45-60 minutes first game, 30-45 minutes experienced players