penance

SCENARIO #4: KING OF THE HILL

Type: Control Point Battle Players: 2-4 (Free-for-all or 2v2) Estimated Playtime: 75-90 minutes Difficulty: Advanced Victory Condition: Hold the Central Spire for 3 consecutive turns OR eliminate all opponents


SCENARIO OVERVIEW

A massive Soulstone Spire erupts from the ground, radiating unstable energy. Factions converge to claim it. Standing on the Spire grants immense power but also corrupts the pilot. Hold it too long, and you might not survive your own victory.

What This Teaches: Area control, risk/reward decisions, managing debuffs, multi-player tactics, king-making dynamics


MAP: THE SOULSTONE SPIRE (14×14 Hexes)

[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][R ][R ][ ][ ][ ][ ][ ][ ][ ][ ][R ][R ][ ]
[ ][R ][W ][W ][ ][ ][ ][ ][ ][ ][W ][W ][R ][ ]
[ ][ ][W ][E1][E1][ ][ ][ ][ ][E1][E1][W ][ ][ ]
[ ][ ][ ][E1][E2][E2][ ][ ][E2][E2][E1][ ][ ][ ]
[ ][ ][ ][ ][E2][SP][SP][SP][SP][E2][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][SP][SP][SP][SP][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][SP][SP][SP][SP][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][E2][SP][SP][SP][SP][E2][ ][ ][ ][ ]
[ ][ ][ ][E1][E2][E2][ ][ ][E2][E2][E1][ ][ ][ ]
[ ][ ][W ][E1][E1][ ][ ][ ][ ][E1][E1][W ][ ][ ]
[ ][R ][W ][W ][ ][ ][ ][ ][ ][ ][W ][W ][R ][ ]
[ ][R ][R ][ ][ ][ ][ ][ ][ ][ ][ ][R ][R ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]

Terrain Legend


THE SOULSTONE SPIRE (CENTER 12 HEXES)

Spire Mechanics

Movement: Costs 3 SP to enter a Spire hex (difficult terrain, unstable footing)

Control: A player “controls” the Spire if they have a Casket standing on any Spire hex at the end of their turn

Elevation: Spire hexes count as Elevation 1 for LOS purposes

No Defense Bonus: The Spire provides no defensive bonus (you’re exposed at the top)

Spire Bonuses (While Standing on Spire)

When you start your turn on a Spire hex, gain the following benefits:

  1. +2 SP (Soulstone energy empowers your Casket)
  2. +1 to all Attack Dice rolls (raw power boost)
  3. Recover 2 HP at start of turn (draw 2 cards, shuffle into deck)

Spire Corruption (While Standing on Spire)

At the end of your turn, if you’re standing on a Spire hex:

  1. Gain 2 Taint (Soulstone corruption)
  2. Take 1 unavoidable damage (neural feedback from prolonged exposure)
  3. Roll 1d6 Corruption Check if you have 10+ Taint:
    • 1-3: Take 3 additional damage (corrupted systems)
    • 4-5: Lose 1 SP next turn (motor control failing)
    • 6: No additional effect (you resist the corruption… for now)

DEPLOYMENT

2-Player Setup

3-Player Setup

4-Player Setup (2v2 Teams)


VICTORY CONDITIONS

Primary Victory: Control the Spire

Secondary Victory: Last Casket Standing


SPIRE CONTROL TRACKER

Use tokens or dice to track how many turns each player has controlled the Spire:

Player Turn 1 Turn 2 Turn 3 Controlled?
Player 1 No
Player 2 No
Player 3 No
Player 4 No

Rule: If a player ends their turn on the Spire, check the box. If they end their turn OFF the Spire, erase all their checks (reset to 0).


SPECIAL RULES

Multi-Target Attacks

King-Making

Sudden Death


TACTICAL CONSIDERATIONS

The Dilemma

Faction Synergies

Strong on Spire:

Weak on Spire:

Multi-Player Politics


BALANCING NOTES

If Games End Too Quickly (someone wins Turn 5):

If Games Stalemate (no one can hold Spire):

If Spire is Ignored (players just fight each other):


VARIANTS

Variant: Escalating Power

Variant: No Corruption

Variant: Pulsing Spire

Variant: Shifting Spire


Best for 2-Player:

Best for 3-4 Player:


DESIGN NOTES

This scenario is about risk management. The Spire gives you power, but staying too long kills you. Players must decide:

In multi-player games, politics matter. Teaming up against the leader is often correct, but it’s hard to coordinate without explicit alliances.

Lesson: Power has a price. Victory requires balancing greed with survival.


Next Scenario: Scenario #5: Sabotage Mission →

← Back to Scenario Index ← Previous: Escort Duty