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Darkness of the Heart
Darkness of the Heart
A HorrorClix Campaign in 9 Acts by Drimdal

Welcome to a full Horrorclix campaign which is suited for 3-6 players and one campaign master. Alternatively you could alternate playing the role of campaign master and have everybody play.

This is not just a generic system which you can use to play a horrorclix campaign but a fully written campaign of itself. You can of course use the same system to devise a story of your own.

First we will start with explaining the general rules for the campaign. I tried to keep it simple and with as little bookkeeping as possible.

Then you can find the nine acts which together will tell the story of Georgetown: a small, out of the way town which can be situated anywhere.

Each act will give you the following information :

  • -Map to use: This is the map the scenario has been designed for. In most acts I also give a second choice map. If you have neither just use what you do have.
  • -The story: This part gives a bit of background material and usually links to the stories or tells you why things are happening.
  • -Monsters to use: This gives you a list of the monsters to use in that specific scenario. If you don’t have the ones listed try to change them for another monster of the same type (eg. if the scenario deals with vampires and you don’t have an experienced vampire enforcer then try to exchange it for another vampire). Try to keep the points the same but when in doubt go for the lower point cost. The point of the campaign is to challenge the players not overpower them completely.
  • -Plot Twists: This gives a list of plot twists to use for the campaign master. It will also give you a Ticking Clock card to indicate at which time of day/night the scenario plays.
  • -Victims: It tells you which victims to use. Sometimes I use less or more then 12 victims. If there are less then 12 victims just start placing them from the middle out. If there are more then 12 the campaign master should place them so both parties have an equal chance (for instance if there are three more victims one is placed in the middle, one placed 3 squares closer to the monsters and one three squares closers to the players).
  • -Special rules: This tells you any special rules which are in effect for this scenario only.
  • -Rewards: This tells you what the players get once the scenario is over.

Rules

Each player chooses one rookie Guardian (up to 70 points) to play.
Each player receives one plot twist.
Each player receives 1 advancement counter for every full 10 points his model is below 70 points.
If played with only three players it is advised that each player take two guardians.
With four players each player receives one extra plot twist to start with.

Between acts a player may discard three advancement counters to upgrade a rookie to experienced or an experienced to a veteran version.

He may also discard two advancement cards to get an extra plot twist card.

Before an act he may discard one advancement counter to get one extra plot twist for that game only.

During a game an advancement counter may be discarded for one of the following effects :

  • -re-roll the dice of one action
  • -add one to the result of a roll after the roll is made
  • -reduce damage received by 2

Each time a player's Guardian is killed roll a die. If the result is equal or more then the times he has died he lives and may be used again. Otherwise that character dies and the player has to choose another Guardian. He starts with X extra advancement counters where X is the act in which his previous character died (eg. if he died in act 6 he starts with 6 extra advancement counters).

If a player's Guardian is killed in an act and he may start in the next act he does so with 1 damage unless he discards an advancement counter.

Some victims have received the word unique. A unique victim is a one of a kind in this town. If it is slain it can not appear in later acts.

 

 
     
   



 
   
         


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