Dragula Racing
A HorrorClix Variant by Mad Jack Bhikkhu
Objective:
Players will be racing around a map with four
nine-square scoring areas, one in each corner (on the
starter maps, you can use the starting areas; on other
maps, use tokens or other means to define the scoring
areas). All monsters begin in a shared starting area
(one of the four scoring areas); when each monster
enters one of the scoring areas, it should be given a
numbered or color coded token. Monsters are permitted
to cut across the map or otherwise deviate from the
straightforward course, such as to battle one another
or hunt victims, but must visit every scoring area in
order. Thus, a monster entering scoring area 3 will
not gain a scoring token unless it already has a token
from area 2.
The first monster to return to the starting area with
all scoring tokens wins the race.
Army:
Each player brings a single monster. Great Cthulhu
and the Alien Queen are not admitted to this race.
Groups may wish to impose a maximum point value, a‘no uniques’ rule, and/or a ‘no duplicates’ rule, in order to alter the tone of the race and
encourage variety in competitors. Mi-go (and other
flying monsters in future sets) should be forbidden to
soar.
Map:
Any of the starting maps or the Scrye map will do;
the abandoned whaling station may work as well, though
the other AVP maps are not recommended. Custom maps
and imported maps should be considered carefully
before being used. On an outdoor map such as the
Crumbling Mausoleum or the Scrye map, extra care
should be taken to ensure that Leap/Climb is not
overly advantaged, to encourage variety in monster
selection. To that end, gray areas on the CM or Scrye
map should be treated as indoor areas.
Setup:
Place 12 victims, which can be slain or rescued as
normal. Each player brings a crypt of 6 plot twists.
Subplots are not recommended as this event doesn’t
count victory points; however minion-making subplots
may be allowed for a slightly more chaotic event.
Portals, objects, and hindering terrain may be added
if players vote for it or if the zombie master (if
any) chooses.
Gameplay:
The play is broken into two major units of time:
Rounds and Turns. A turn is the time in which a single
player is the active player, as in normal play. A
round is the time during which each player gets a
single turn.
All players roll initiative at the beginning of each
round. Players that tie must roll off (rerolling
against each other, but not against other players). A
monster that is adjacent to an opposing monster with
the Trap power active suffers a -1 to its initiative
roll. (If the monster with Trap is an Alien or any
other monster with the 5/6 version of Trap, the
monster affected by the power will win ties rather
than having to roll off. If a monster is affected by
two different versions of trap, it must roll off as
normal.)
The first round consists solely of placing monsters
in the starting area in initiative order. Each
player’s turn is broken into phases as normal. No
monster can be attacked or affected by any power while
in the starting area (so e.g. a monster that begins
play with Area will not affect its competitors until
the race has begun.)
Additional Rules:
A Clean Race: Monsters do not engage one another
while racing; as such, they automatically break away
and do not stop moving when entering a space adjacent
to an opposing monster. They still cannot move through
opposing monsters unless employing a power that says
otherwise.
Endurance: Monsters are not assigned action tokens
for taking action. They may be given action tokens by
powers. As a dependant (close combat) power, a monster
may make a Clear roll (4-6 on a d6) to eliminate all
action tokens. A monster with two action tokens is
vulnerable as normal and may choose either to take no
action, clearing all tokens automatically, or it may
make a Push roll (4-6 on a d6) to be given an action.
A monster that attempts a push roll can also attempt a
clear roll either if the push roll fails or if it uses
a dependant (close combat) power (e.g., as part of a
frenzy).
Feel the Burn: During its preview phase, a monster
may remove one victim token from its card in order to
heal one click. If this was its only victim, it is no
longer blooded, but remains transformed if applicable.
No Rest for the Wicked: A monster that is killed
remains on the map, the first click of skulls showing.
Other monsters may now move through its space, but may
not end movement on its space. It is not affected by
any powers, and clears any action tokens. It should be
given a death token (such as a gravestone 3D object)
so that it is clearly marked as dead.
At the beginning of its turn, a dead monster heals
one click and may choose to remove its death token. If
it does, it can take action that turn as normal. A
dead monster still has a suspense phase, even if it
does not remove its death token that turn.
Questions, Comments, Concerns or Suggestions regarding this variant can be posted in our forums