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![]() RESIDENT EVIL: SOLITAIRE A rash of violent murders has broken out on the edge of Raccoon City. The elite police force, STARS Bravo Team, was sent in to investigate. Communication was soon lost. STARS Alpha Team has been deployed to locate the missing agents, and have stumbled across an abandoned mansion which contains grisly surprises no one could have predicted. With the hungry dead closing in on all sides, it is up to you to get the STARS Team out alive. In this Horrorclix Solitaire scenario you control a team of elite STARS Agents, as well as the opposing monsters. As with any solitaire game, it is important that you not cheat! For Resident Evil: Solitaire you will need the following: * The Haunted Mansion Map * Place your Doors and Terrain. Feel free to devise as random a system for this as possible [through dice rolling or blind placement]. They must be placed following standard rules. Doors come into play Closed. For this Scenario, all opposing monsters are considered to be Blooded. STARS Agents are considered Blooded only after Rescuing a victim and/or after killing an opposing monster. Keep track of this as well for the purposes of any power based on cumulative rescuing [or slaying, in the case of opposing monsters]. Do not mark any monsters, opposing or friendly, after taking an action, and monsters are never considered to be Vulnerable. During your Suspense Phase, choose and flip one token. If that token is a Victim, move it as normal. If it is a Minion, replace it with the top card of the Monster Deck. You receive three actions per turn. Flip face-down Tokens per standard adjacency rules. If the token is a Minion, replace it as above and your movement ends. The Monster automatically attacks the STARS Agent that caused it to flip. You may rescue Victims as normal. When you have taken your three actions, it is the Monsters' turn. Roll one d6. This is the number of actions the Monsters get. There is no Suspense phase on the Monsters' turn. Monsters will always use their powers to their best advantage. If a monster has a ranged combat special ability, it will use it if possible. Monsters will act in the following order of priority:
If a Victim and STARS Agent are equidistant, the Monster will opt for the STARS Agent. When a monster attempts to slay a Victim, play the top card out of your Crypt and follow its directions. If a Victim is successfully slain, replace it with a Zombie Minion per the Zombie Hoard Subplot. Apply Hourglass damage as normal at the end of the Monsters' turn. Doors in the Mansion are specially rigged. In order to open one, you must roll a d6. On the result of 1-3, it is unlocked and may open as normal. On a roll of 4-6, it is locked, and your movement ends. You may try again with another STARS Agent or on your next turn. Opened doors remain open, but you may choose to close any door you are directly adjacent to. You must re-roll if you wish to open it again. Doors may not be destroyed. Monsters may not open doors. At any time during your turn you may remove one Rescued Victim from the game and heal each of your STARS Agents of one click of damage. The STARS Agent who removed said Victim is no longer considered Blooded [unless it has also killed an opposing Monster]. SURVIVAL IS THE NAME OF THE GAME EXTRA CHALLENGE In order to increase the challenge of the game, try any [or all] of the following: * Reduce the number of Rookie monsters in the Monster Deck, or increase the total number and type of monsters for a more random challenge [Beasts fit extremely well in this scenario] Questions, Comments, Concerns or Suggestions regarding this scenario can be posted in our forums
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