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Who Ya Gonna Call?
   
 
Semi-Finalist in April 2007 Scenario Contest
   
 

Who Ya Gonna Call?
A Horrorclix Solitaire Scenario

By Octavious2799

Introduction:

Here is a unique scenario that can be played on of 3 ways: Solitaire, Coop (multiple players on the same team) or 2-player.

First I want to give you the link to find the Survival Horrorclix rules created by Uberman: here and my alternate version of those rules here.

This scenario is an Extended Campaign so it will be divided into 3 parts or 3 maps. I will post each Map/ part below in its own reply box. Enjoy and feed back is appreciated.

The solitaire and Coop scenario are an extended campaign; start with map 1 when that is completed then move to 2 and finally 3. If your monster team is defeated at any point in the campaign, start over from the Map 1.

(***NOTE: To play Coop; use the solitaire rules and have both players take a figure on the same team. Since the opposing force is controlled by a system of rules this works fine. I use to play Mage Knight Dungeon: Solitaire this way all the time. Its lots of fun and builds up great teamwork and comradery. You can even extend the actions for your team to be 4 so each player can have 2 figures to use.)

The 2 player scenario is designed to use Map 3 but you can play this as an extended campaign. In the Map 3 scenario, a portion of the Rasputin army will not start on the board, so you will actually begin with less on the board than the Ghost Finder team but you can bring in more powerful figures for late game boost.

Map 1:
Background: Rookie aspiring ghost hunter Mack Watson, experienced parapsychologist Carter James and veteran paranormal exterminator Julian Stone have been running their moderately successful Ghost Finder business out of the old Fire Station for a few years. Within the last month their steady flow of new clients has stopped abruptly and they don’t know why. They didn’t know why, that is, until Field Agent Captain Humphrey Byther of Echo Team arrived early for their pre-arranged meeting to explain that their lack of business was due to the Mad Monk, Rasputin.

He watches Mack Watson cautiously while he explains to the distrusting Ghost Finders, Rasputin had gathered a large group occult of followers and took them to an abandoned and condemned house in the middle of a cemetery. “An inside agent” he told them solemnly “informed us that the Occult Priest was trying to summon a creature from Myth; a demon called… Cthulhu.”

Byther continued to explain how he is not only using large numbers of brainwashed followers to protect him but also evil spirits, hellspawns and evil fairies. He quickly removed his dark sunglasses to expose a slight look of helplessness, leans forward and says “he is using ghost to protect himself. The one thing we Field Agents are powerless against.” He stands upright and replaces his sunglasses. Byther begins to speak in the slow solemn voice again while making strong eye contact, “This brings me to why I am here; we need you and your… special abilities. Our Agents can bring down Rasputin but we need you to clear out the Spirits so we can get to him.”

After a quick negotiation on an extremely high cash payment, the untrusting trio decides to help the Echo Team Captain. Byther’s stone face begins cracks into a slight smile. “Good” He says “gather your things we leave immediately. We must hurry; time is running out.”

Objective: Clear a path for the Echo Team (Field Agents) and Corp. Response by getting the Ghost Finders off the map through the opponents starting area. Save as many non-brainwashed follows as possible.

Army Size: 100 point armies; three actions per turn. Army must be composed entirely of Ghost Finders. The Opposing army: 150 points; d6 for number of actions per turn. Army must be composed entirely of Spirits. No Uniques or LEs.

Time Limit: 60 minutes (up to you)

Map: Crumbling Mausoleum (Starter Set)

Setup: Use 6 victims and 6 minions. Use all occult minions if possible; if not use a mix of Occult minions and Zombie minions. Mix them up and place them per standard rules. Start 4 figures in the starting areas (2 per starting area).

Special Scenario Rules per standard solitaire rules with a few exceptions:

  • “Get them my loyal subjects!”: When the minion tokens are flipped over, the are not converted to a figure but instead, they attack with the figures. You do not control minion tokens but instead fight them.
  • “You will not save any one, hero!”: Add any Plot Twist card that prevents rescuing. These cards are added to the 6 Plot Twist pile without any penalty. If any slaying or rescuing attempt is made, pull the top card off the crypt pile. If the card does not apply put it on the bottom of the pile. If it applies follow directions listed.
  • “Julian…get the trap!”: Paranormal exterminator Julian Stone, Vet. Ghost Finder, has the Cabal Power: Ghost Containment Unit- When a friendly member of this cabal rolls a critical hit against a Spirit, kill the Spirit instead of dealing damage to it. For this scenario anyone with the name Ghost Finder are part of the same Cabal.

Victory Conditions: Escape through opponents starting area or defeat all opposing monsters.


Map 2:
Background: Both hands on his knees and panting heavily, Julian Stone slowly raise his head to survey the ectoplasmic mess of several exploding ghost apparitions all around him. He begins to speak to his slime covered teammates with a slight chuckle in his voice, “Good job te..” He is rudely interrupted by Captain Humphrey Byther. “Enough with the love feast; this battle ain’t over yet. Come on lets move.”

The group is noticeably closer the house; they can see the front door. As Captain Byther barks out commands, Echo Team begins to prep their weapons. Mack Watson notices, from his Echo Team training, the Field Agents are loading them with live rounds.

Mack Watson aggressively walks over to Byther and says in a hushed but hostile voice, “You didn’t tell us that we would be taking down civilians. That’s why I got out of the Echo Team; I can’t take down civilians anymore. They are just victims of this Mad Monk.” Byther snaps back, “I respect your views Agent Watson…” Mack corrects Byther, “former agent.” Byther smile craftily and begins to speak again slowly, “I respect your views, Citizen Mack, but you and your teammates took payment to be placed in the middle of a warzone. And as you know, in war sometimes you have to do what it takes or else you won’t come back. Try to save whomever you want but remember, Rasputin is the target, time is running out and he wants you, me and everyone here dead.”

They stare grudgingly at each other for a few seconds before an Echo Team Agent shouts, “INCOMING!”

Hellspawns burst out of the front door running at the group with blinding speed. Spirits begin to rise from the ground, loyal Occultists start coming out from around corners and hidden behind tombstones; its an ambush. The Ghost Finders and Echo Team are taken by surprise.

Wild yelling and gunfire starts from the side. Mack turns his head to see “the Faith Priest of the Order!” He mumbles “How did Bishop Luzifer find out about this?” Drawing his weapon Byther says, “I think we can worry about the answer later.”


Objective: Clear a path for the Field Agents and Corp. Response by getting the Ghost Finders and the Faith Priest through the opponents starting area. Save as many non-brainwashed follows as possible.

Army Size: 150 point armies; three actions per turn. Army must be composed of Ghost Finders and Faith Priest. The Opposing army: 200 points; d6 for number of actions per turn. Army must be composed of Spirits, Hellspawns and Fairies. No uniques or LEs

Time Limit: 60 minutes (up to you)

Map: Indoor/ Outdoor map (Starter Set)

Setup: Use 4 victims and 8 minions. Use mix of Occult, Zombie and Slasher minions. Mix them up and place them per standard rules. Start 4 figures in the starting areas (2 per starting area) excluding the Fairies (Evil Leprechaun). Fairies are to be placed on the side to be brought in the game by Special Rule #2.


Special Scenario Rules per standard solitaire rules with a few exceptions:
1. “Get them my loyal subjects!”: When the Occult or Zombie minion tokens are flipped over, the are not converted to a figure but instead, they attack with the figures. You do not control minion tokens but instead fight them.

2. “I’m the Leprechaun! Hahahahahaha!” Any time a slasher minion is exposed (flipped) replace with a Fairie (Evil Leprechaun)

3. “You will not save any one, hero!”: Add any Plot Twist card that prevents rescuing to the Crypt of 6 Plot Twist cards without any penalty. When any slaying or rescuing attempt is made, pull the top card off the crypt pile. If the card does not apply put it on the bottom of the pile. If it applies follow directions listed.

4. “Julian…get the trap!”: Paranormal exterminator Julian Stone, Vet. Ghost Finder, has the Cabal Power: Ghost Containment Unit- When a friendly member of this cabal rolls a critical hit against a Spirit, kill the Spirit instead of dealing damage to it. For this scenario anyone with the name Ghost Finder are part of the same Cabal.

Victory Conditions: Escape through opponents starting area or defeat all opposing monsters.


Map 3:
Background: As the Ghost Finders and Faith Priest walk into the foyer of the house, Echo Team Field Agents immediately push past them and take defensive positions behind furniture and against walls.

Paranormal Exterminator, Julian Stone, says to the Priest while walking but not looking at him, “What makes this event worthy of a visit from the order?” The Priest replies in a soft calm voice “Remember the first vow of the order; protect the innocent from harm. Some of Rasputin’s Occult Minions don’t want to be here. They are just caught up in it and need someone to help them get out; that’s what the Bishop sent me here to do.” Julian looks down at the ground, “The first oath?” he looks at the Priest for the first time out of the corner of his eye “Remember, I didn’t get that far.”

Captain Byther angrily waves his hand to signal to Stone and the Priest to get to cover. He then calls over to him Dr. Carter James and experienced Parapsychologist. Carter makes his way over moving from furniture to furniture while in a low crouched position.

“Dr. James” Byther says, “What do we need to know about Rasputin’s power?” James looks at the floor and goes into an almost trance state while he’s computer-like brain searches for the answer. He rubs his chin in contemplation, causing his beard to produce a sound like sandpaper on wood. After a few seconds pause he speaks, “This is unlike anything I have every seen. To bring a creature of that size to this world would take massive amount of concentration. He has to be held up somewhere… focusing. On just one task… bringing Cthulhu to Earth.” Byther response, “So you’re telling me Rasputin is immobile while he is doing his magic show?”

“Correct. The amount of concentration needed would not allow him to even go to the bathroom.”

Watson speaks up abruptly, “Now we can see why he has so many servants.”

“Quiet” replies Byther without taking his eyes Dr. James. “Doctor, do you have any idea how much longer we have till Cthulhu is here?”

“I am not certain but from what you told me about the time he has been in this location, I can’t imagine much longer. We should hurry.”

The Echo Team Captain stands up and faces the group, “Ok, men! This is it; we are on the offensive now. Echo Team I need groups of 2 in a spread/search formation. Search every room, closet and even bookcase for secret passages. Anyone gets in your way… kill ‘em. Out time is up and we have to find Rasputin. When target is sight, eliminate with extreme prejudice. Head shots only. If he survives then we will bring him in for questioning.”

Byther looks over at the Faith Priest and removes his sunglasses, “Padre if you have any favors left with the man upstairs, you may want to call them in now.” He puts the glasses back on and look straight ahead and says to nobody, “We are going to need all the help we can get.” Then with one hand he pumps his shot gun and cry’s “Move out!”

Objective: You have made it to Rasputin, the leader of this cult and now its time to stop his crazy scheme to summon Cthulu. Use your army of Priest, Ghost Finders and Soldiers to stop this mad man from completing his plan. If you fail…this could be the end of the world.

Army Size: 300 point armies; three actions per turn. Army must be composed of Ghost Finders, Faith Priest, Field Agents, Corp. Response and any Uniques associated with any of these figures. The Opposing army: 400 points which must include Rasputin (side A); d6 for number of actions per turn. Army must be composed of Spirits, Hellspawns, Fairies and any figure (including unique and LE) with the Cthulhu keyword, place them on the side to be used later.

Time Limit: 60 minutes (up to you)

Map: Haunted House map (Starter Set)

Setup: Use 4 victims and 8 minions. Use mix of Occult, Zombie and Slasher minions. Mix them up and place them per standard rules. Start 4 figures (2 per starting area) in the starting areas excluding the Fairies (Evil Leprechaun) and Cthulhu keyword monsters.


Special Scenario Rules per standard solitaire rules with a few exceptions:
1. “Get them my loyal subjects!”: When the Occult or Zombie minion tokens are flipped over, the are not converted to a figure but instead, they attack with the figures. You do not control minion tokens but instead fight them.

2. “I’m the Leprechaun! Hahahahahaha!” Any time a slasher minion is exposed (flipped) replace with a Fairie (Evil Leprechaun)

3. “You will not save any one, hero!”: Add any Plot Twist card that prevents rescuing. These cards are added to the 6 Plot Twist pile without any penalty. If any slaying or rescuing attempt is made, pull the top card off the crypt pile. If the card does not apply put it on the bottom of the pile. If it applies follow directions listed.

4. “Julian…get the trap!”: Paranormal exterminator Julian Stone, Vet. Ghost Finder, has the Cabal Power: Ghost Containment Unit- When a friendly member of this cabal rolls a critical hit against a Spirit, kill the Spirit instead of dealing damage to it. For this scenario anyone with the name Ghost Finder are part of the same Cabal.

5. “I need total concentration to complete my task.” Rasputin begins the game in the starting area. As long as he stays there he can summon creatures (restock any killed figure back in the game from the Monster Deck). Once he is attacked or moved out of the starting area he cannot summon anymore figure (Monster Deck become inactive for the remainder of the game).

6. “Arise Cthulhu!” Every 6 rounds (use a dice to track countdown), if Rasputin is still in the starting area, he will summon a monster with Cthulhu keyword. If the game goes 24 rounds and Rasputin is still in the starting area he will summon Cthulhu himself. If you are like me, and don’t have Cthulhu, then the game ends at round 24 and you lose (yes, we are being punished for not having that figure).

7. "What every you do...donot-cross-the-streams!" If all 3 Ghostfinders attack and successfully hit, with a ranged attack, the same target in the same round; they have crossed streams and activated Molecular Destabilization (Nuclear Strike).
Molecular Destabilization (Nuclear Strike)- If this power has been activated, at the beginning of your next turn and that turn only, roll a d6 and add 2 to the result. Every monster (including the Ghostfinders), victim and object within a number of spaces equal to the result are removed from the game. Every remaining monster with zero or one action tokens is given an action token. No player gains victory points for monsters or victims removed from the game by this power. If a large figure (Cthulhu or Alien Queen) is on the board, it is dealt damage equaled to the number rolled x2 (minium of 4, maximum of 12).
Victory Conditions: Take down Rasputin and prevent Cthulhu from every entering this world.

Alternate scoring/ Victory conditions:
Because this scenario plays like a video game in solitaire and Coop mood you evaluate your success in different ways;

First: Completing the scenario. If you can complete the scenario, without starting over or having all of your figures killed, you can call yourself, “Da Man!”

Second: Maps cleared. You can extend the life of this scenario by seeing how many maps you can clear. If you play like this look at every third map as the boss map and use a different unique boss at each stage. Remember, each map/ level gets harder so you go along increase the difficult by adding more experience and veteran figures in the Monster Deck

Third: Points scored. This is my personal favorite. You can take the points scored (monster killed) throughout the entire scenario and brag about how you are the man. It is not only about how many points scored (monsters killed); but the size of your army vs. the points scored. The smaller your army with the larger the opposing forces the better player you are.

Using these alternate scoring, I used the scenario as it is set up with no alterations:
  1. I have not completed the the extended campaign.
  2. I have gotten up to Map/ level 2.
  3. I have scored 300 pts. That is my best out of 3 attempts at this scenario.
This alternative scoring make solitaire games alot more fun and a way for us to compare how well we do with each other (beyond just comparing the stories of the results).

 

 

Questions, Comments, Concerns or Suggestions regarding this scenario can be posted in our forums

 

   
 
   
         


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