Background:
For too long, Frankie Kilgore and Justin Vanderhoff– known as the “Slumber Slasher” and the “Campground
Killer” – have competed for recognition as the
greatest slasher ever known. Finally, their rivalry
could be contained no longer, and grew into all-out
war. This war has torn apart cabals and covens, laid
waste to many a lair and hunting ground, and
threatened the veil of secrecy that keeps the hunters
from being hunted.
Little do they realize that Hell itself has taken an
interest in their conflict. As the ragtag remnants of
these warring armies prepare for their final showdown
among the half-sunken ruins of an ancient temple deep
within a desolate swamp, Hell’s agents draw closer to
this world, awaiting the moment to strike…
Objective: Each player aims to defeat the other.
Army Size: 300 pts.
Time Limit: 90 minutes
Map: Anura Temple (BPRD Action Pack). If this map is not
available, any outdoor map will do.
Setup:
Each army must include one Slasher designated as a
Wicked Soul (see special scenario rules below). I
recommend that one player choose a Slasher with the
Nightmare keyword, while the other chooses one with
the Killer keyword, but your favorites will work just
fine.
Each player must place the card of one unique
Hellspawn in a pile which is randomized and covered
with a dummy plot twist. See special scenario rules
for further details.
Special Rules:
Wicked Souls:
Each army has one Slasher designated as a Wicked Soul.
This monster is treated as a unique monster, and is
worth 100 bonus points when killed. The first time
that a Wicked Soul monster takes damage from an
attack, activate the “What Seems to Be the Trouble,
Gentlemen?” rule below.
Each Wicked Soul monster has the following powers on
all clicks:
Blooded: This monster is blooded, even if it has no
victim tokens on its card.
Possessive (Protector): If an opposing monster tries
to slay a victim adjacent to this monster, roll a d6.
On a result of 4–6, the victim is not slain.
Groupies (Shepherd): This monster gets +1 to its
attack value for every victim adjacent to it.
Backup (Mastermind): When this monster is dealt damage
by an attack, you may instead deal the damage to any
adjacent friendly monster.
“What Seems to be the Trouble, Gentlemen?”:
The first time a Wicked Soul monster takes damage from
an attack, draw one of the Hellspawn cards set aside
during setup. The Hellspawn selected is put into play
from outside the game on an unoccupied space at the
center of the map (H12, I12, H13, or I13, whichever is
closest to the Wicked Soul that was damaged).
This monster is blooded and is never given action
tokens. It is opposing to all other monsters on the
map. At the beginning of every turn, it will take an
action according to the following list of priorities.
In all cases, if there’s more than one target monster
at the same priority level, this monster will attack
the target with the lowest Defense Value:
1. Attack an adjacent Wicked Soul monster.
2. Attack an adjacent monster.
3. Frenzy or make a ranged attack against the nearest
Wicked Soul monster (active player’s choice).
4. Move toward the nearest Wicked Soul monster at full
speed without coming adjacent to an opposing monster.
5. Frenzy or make a ranged attack against an opposing
monster between this monster and the nearest Wicked
Soul monster. Its attack aims to open a path to attack
the Wicked Soul.
If this monster kills a Wicked Soul monster, remove it
from the game during the hourglass phase, after all
hourglass damage has been dealt. If this monster kills
any monster, slays a victim, or is killed, no points
are awarded to any player.
Optional Rules:
In a multiplayer game, the Hellspawn monsters set
aside during setup are called Collectors. The
Collector monster cards are not discarded when one of
them is drawn and put into play. Every time a Wicked
Soul monster takes damage from an attack, if no
Collector is in play, draw one of the cards at random
and put that monster into play as described above.
Part One - Part Two - Part Three