Editing Coup-De-Grace: Arena Design

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<br>Just in case there's no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.
 
<br>Just in case there's no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.
 
===Ring of Fire===
 
===Ring of Fire===
 
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<br>In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!
In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!
 
 
<br>The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!
 
<br>The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!
 
===Rescue the Prisoners===
 
===Rescue the Prisoners===
 
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<br>In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people's warband members before they can get them too!
In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people's warband members before they can get them too!
 
 
<br>For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you've expanded your warband! If its the enemy, they could slaughter your men before you can reach them!
 
<br>For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you've expanded your warband! If its the enemy, they could slaughter your men before you can reach them!
 
===Reunion===
 
===Reunion===
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An interesting variant approach to the above would be to use one-way portals (see below) to create a single direction of flow to the scenario. This then forces players to think about whether they want both their teams moving forward, or if they want to keep one force still so the other can catch it up!
 
An interesting variant approach to the above would be to use one-way portals (see below) to create a single direction of flow to the scenario. This then forces players to think about whether they want both their teams moving forward, or if they want to keep one force still so the other can catch it up!
 
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=Doors, walls, cover and transport points=
 
=Doors, walls, cover and transport points=
 
==Doors==
 
==Doors==

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