yukamichi

Panzer Vor Rulebook part 2 (Scenarios)

Jul 12th, 2014
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  1. Test Your Luck!
  2. Training Match
  3. Players: 1
  4. Play Time: 15 minutes
  5. Difficulty: ★
  6.  
  7. This is a special scenario for a single player, designed to acclimate you to the rules for movement and firing. You control the Panzer IV, while the other tanks act according to the rules.
  8.  
  9. Map: Ooarai City Map
  10. Acts First: Player
  11. Victory: Make it to the Ooarai Ocean Shrine and grab the ribbon (in order to enter the shrine, you must enter hex 1118 and spend one movement point).
  12.  
  13. Setup
  14. Player Tanks/Deployment/Starting Hand
  15. Panzer IV Ausf. D [PzIV D] x 1 / Ooarai Station (hex 0802) / None (0 cards)
  16. Enemy Tank Deployment
  17. Matilda [Matilda II] (0718) / M4 (1215) / T34/76 (0507)
  18. Each enemy tank deploy facing the hex-side along which the hex number is written.
  19.  
  20. Play Order
  21. Take your turn according to the normal rules. If you draw an Enforcement Card, ignore its effect and discard it (however, see the section "Panzer IV Upgrade").
  22. At the end of your turn, the enemy tanks take their actions.
  23. The enemy tanks to not require cards to act (they do not draw any from the deck). Instead, roll a die to determine which tank will act (e.g. the Matilda on 1-2, the M4 3-4, and the T34/76 on 5-6).
  24. Use the following guidelines to determine what action the enemy tank takes.
  25. (1) If the tank can fire, it will.
  26. (2) If the tank cannot fire, it moves. When an enemy tank moves, it follows the shortest route (in terms of number of hexes, not movement points) to the Panzer IV. If there are multiple routes that are the same distance, roll a die to determine which one it takes.
  27.  
  28. Panzer IV Upgrade
  29. By using a "Reconnaissance" or "Recovery" card, you can upgrade the Panzer IV. Each time you use one of these cards, the tank increases one step: [PzIV D] -> [PzIV F] -> [PzIV H]. Exchange its counter for the appropriate one (you are not forced to upgrade).
  30. If you draw an Enforcement Card from the deck, you must downgrade the tank one level. If you draw a card while using the Panzer IV Ausf. D, its type does not change.
  31.  
  32. Ending the Game
  33. If the Panzer IV is destroyed or if the match becomes stagnant, your result is an automatic "Terrible Luck." If you make it safely to the temple, roll a die and apply the following modifiers.
  34. Each enemy tank destroyed -1
  35. The number of cards in the discard pile
  36. 1-15 -1
  37. 16-25 0
  38. 26-30 +1
  39. 31-35 +2
  40. 36+ +3
  41. Use the final total to figure out your fortune.
  42. 2 or less Great Luck (There's no doubt about it, you're great!)
  43. 3 Good Luck (Unpreparedness is one's greatest enemy)
  44. 4 A Little Luck (Don't get bogged down in the little things, and focus on what matters)
  45. 5 Fortunate (You might have a tough time)
  46. 6 Bad Luck (Stop aiming so high)
  47. 7+ Terrible Luck (Don't throw everything away for a fleeting chance)
  48.  
  49. <p15>
  50. A Mock Battle!
  51. Training Match
  52. Players: 2
  53. Play Time: 15 minutes
  54. Difficulty: ★
  55.  
  56. This is a mock battle to teach you how to play using characters.
  57.  
  58. Map: Ooarai City Map
  59. Match Type: Elimination Battle
  60. Deployment: Team A deploys first
  61. Acts First: Team B
  62.  
  63. Team A
  64. Tank : Character
  65. Panzer IV Ausf. F2 [PzIV F] x 1 : Miho Nishizumi (Front)
  66. StuG III Ausf. F [Stg III] x 1 : Saori Takebe (Front)
  67. Deployment
  68. All tanks deploy anywhere within two hexes of hex 0806
  69. Starting Hand
  70. None (Draw 5)
  71.  
  72. Team B
  73. Tank : Character
  74. M4 x 1 : Yukari Akiyama (Front)
  75. Firefly x 1 : Hana Isuzu (Front)
  76. Deployment
  77. All Tanks deploy anywhere within two hexes of hex 1011
  78. Starting Hand
  79. None (Draw 5)
  80.  
  81. <p16>
  82. Exhibition!
  83. Exhibition
  84. Players: 2
  85. Time: 45 minutes
  86. Difficulty: ★
  87.  
  88. Exhibition matches do not use characters or Scenario Cards. In exchange, however, you are free to assemble your own forces and pit them against each other. This scenario is geared towards letting your master the basic rules of the game.
  89.  
  90. Purchasing Tanks
  91. In an exhibition match, both players create their own forces by purchasing tanks.
  92. Each tank has its own point value, and the total value of your tanks cannot exceed 100. However, if both players agree, the upper limit can be increased. As long as you do not exceed the limit, you may use any number of tanks from any nationality.
  93.  
  94. Determining the Starting Player
  95. After both players have prepared their forces, they compare the total point value of all of their tanks. The player with the lowest total chooses whether they act first or second.
  96.  
  97. Choosing the Match Type
  98. The player who acts first chooses whether the match will be an Elimination Battle or a Flag Battle.
  99. If you are playing a Flag Battle, each player designates one of their tanks to be the flag tank. Use one of the school markers to designate which tank is the flag tank.
  100.  
  101. Terrain Setup
  102. When fighting an exhibition match, use a blank map.
  103. Each player rolls two dice to determine the number of obstacles they place on the map (each player should prepare their own obstacles).
  104. Starting with the player who acts first, the players alternate placing obstacles on the map until all of them have been placed. You may not place obstacles in more than two hexes in a row (placing obstacles in only two adjacent hexes is okay).
  105. Obstacles may not be placed in the deployment zones.
  106.  
  107. Tank Deployment
  108. The tank deployment zones consist of the first row of hexes on either side of the map.
  109. First, the player who acts first places all of their tanks on the map within their deployment zone.
  110. Then, the player who acts second does the same.
  111. Once all of the tanks have been placed on the map, each player draws a hand of five cards from the deck, and play begins.
  112.  
  113. Notes
  114. Unless you are playing with optional rules, exhibition matches do not use the "Recovery" card. Remove it from the deck before play. Do not include any Scenario Cards in the deck.
  115.  
  116. Optional Rules
  117. Using Characters
  118. If you wish to use characters in an exhibition match, place all of the character counters in a bag or cup, and each player picks two of them at random.
  119. You may place the chosen characters (or teams) on whichever tanks you wish.
  120.  
  121. St. Gloriana Girls Academy vs. Ooarai Girls High School
  122. Inter-school Match
  123. Players: 2
  124. Time: 90 minutes
  125. Difficulty: ★★
  126.  
  127. The twenty one students from Ooarai Girls High School, after completing a class in Senshadou and engaging in a mock battle, challenged the veteran team at St. Gloriana Girls Academy to a friendly competition.
  128. However, the Ooarai showed their inexperience when they lost one tank without any significant gain, and another when their crew fled the battlefield. Realizing that they were at a disadvantage, Miho unveiled her "Stealth Plan," moving the battle to within the limits of Ooarai City itself. [Episode 4]
  129.  
  130. Map: Ooarai City Map
  131. Match Type: Elimination Battle
  132. Deployment: St. Gloriana deploys first
  133. Acts First: St. Gloriana
  134.  
  135. Ooarai Girls High School
  136. Tanks
  137. Panzer IV Ausf. D [PzIV D] x 1
  138. Type 89 [Type89] x 1
  139. StuG III Ausf. F - Fuurinkazan [StgIII'] x 1
  140. Characters
  141. Anglerfish Team [Miho Nishizumi (Front) / Takebe, Isuzu, Akiyama, Reizei (All Reverse)] - All on the same tank
  142. Duck Team (Reverse)
  143. Hippo Team (Reverse)
  144. Deployment
  145. All tanks deploy within two hexes of hex 0206 (Ooarai Resort Outlet)
  146. Starting Hand
  147. Maintenance/Repair x 1
  148. 4 cards from the deck
  149. Scenario Cards
  150. Blockade Plan - Place this card face-up in front of you, separate from your hand. When you want to use it, declare so, and apply the effect written on the card. Remove it from the game afterwards instead of discarding it (you may not use it again during this match).
  151. Reinforcements
  152. Tanks
  153. Gold 38(t) [38t'] x 1
  154. Characters
  155. Turtle Team (Reverse)
  156.  
  157. St. Gloriana Girls Academy
  158. Tanks
  159. Churchill Mk. VII [Churchill] x 1
  160. Matilda II [Matilda II] x 4
  161. Characters
  162. Darjeeling / Orange Pekoe - Both on the same tank
  163. Deployment
  164. All tanks deploy in any hexes east of row XX16
  165. Starting Hand
  166. Squad Move x 1
  167. 4 cards from the deck
  168. Reinforcements
  169. None
  170.  
  171. Scenario Rules
  172. Ooarai City Map
  173. On the Ooarai City Map, you may not move or fire through any hex-side marked in white.
  174.  
  175. Example: The hex-side between hexes 0716 and 0817 is white. You may not move or fire through it.
  176.  
  177. Some hexes on the map are marked in red (e.g. hex 0610). Only the Ooarai tanks may enter these hexes (they represent alleys that only residents of the town are familiar with).
  178. Tanks in these alleys may only fire at adjacent hexes. At the same time, tanks in an alley hex may only be fired at from an adjacent hex.
  179.  
  180. Example: A tank in hex 0505 may fire at a target in hex 0605, but not hex 0704. A tank in hex 0903 may fire at hex 0804, but not hex 0704.
  181.  
  182. Reinforcements
  183. Add the "Reinforcements" Scenario Card to the deck.
  184. When this card is drawn, the "Gold 38 (t)" appears on the Ooarai side as reinforcements.
  185. The tank may appear in any road hex that connects to the edge of the map and which does not contain an enemy tank. The "Turtle Team" (Reverse) is piloting the tank when it appears.
  186. When the tank appears, you may immediately move it anywhere within its normal movement range.
  187.  
  188. Optional Rules
  189. If you find that it is too difficult for Ooarai to win, you may use the following optional rules.
  190.  
  191. The Freshmen Don't Flee
  192. With this optional rule, you can pretend that the Rabbit Team did not run away from the battle before it entered Ooarai City.
  193. When the "Reinforcements" Card is drawn from the deck, the "Pink M3 Lee [M3 Lee']" appears at the same time as the "Gold 38 (t)." Place it on the map in the same manner as the "Gold 38 (t)" with "Rabbit Team" (Reverse) piloting it. They may appear starting in the same hex.
  194.  
  195. Flag Battle
  196. If both players agree to it, the type of match may be change to a Flag Battle.
  197.  
  198. <p17>
  199. Saunders University High School vs. Ooarai Girls High School
  200. Inter-school Match
  201. Players: 2
  202. Time: 60 minutes
  203. Difficulty:
  204.  
  205. Ooarai's first opponent in the national tournament was the veteran Saunders University High School. With only give tanks compared to the ten of Saunders, and with their radio signals being intercepted, Ooarai was at a disadvantage. Once Miho realized that their transmissions were being overheard, she was able to turn the tables and use it to confuse her opponents. Meanwhile, Duck Team, acting alone, encountered Alisa and the flag tank in the middle of the forest. [Episodes 5 and 6]
  206.  
  207. Map: Saunders vs. Ooarai Map
  208. Match Type: Flag Battle
  209. Deployment: Saunders deploys first
  210. Acts First: Saunders
  211.  
  212. Ooarai Girls High School
  213. Tanks
  214. Panzer IV Ausf. D [PzIV D] x 1
  215. 38 (t) [38t] x 1
  216. Type 89 [Type89] x 1
  217. StuG III Ausf. F [Stg III] x 1
  218. M3 Lee [M3 Lee] x 1
  219. Characters
  220. Anglerfish Team [Miho Nishizumi (Front) / Takebe, Isuzu, Akiyama, Reizei (All Reverse)] - All on the same tank
  221. Turtle Team (Reverse)
  222. Duck Team (Reverse)
  223. Hippo Team (Reverse)
  224. Rabbit Team (Reverse)
  225. Deployment
  226. Type 89: Hex 0803
  227. Other Tanks: Any other hexes marked with the Ooarai Girls High School symbol (0813 - 1413)
  228. Flag Marker: Place the flag marker on a tank of your choice (in the anime the 38 (t))
  229. Starting Hand
  230. Quick Shot x 1
  231. Move or Fire x 1
  232. 3 cards from the deck
  233. Scenario Cards
  234. Decoy - Place this card face-up in front of you, separate from your hand. When you want to use it, declare so, and apply the effect written on the card. Remove it from the game afterwards instead of discarding it (you may not use it again during this match).
  235.  
  236. Saunders University High School
  237. Tanks
  238. M4A1 x 1
  239. M4 (75) [M4] x 8
  240. Sherman Firefly [Firefly] x 1
  241. Characters
  242. Kay
  243. Naomi
  244. Deployment
  245. M4A1: Hex 0701
  246. Other Tanks: Any other hexes marked with the Saunders University High School symbol
  247. Flag Marker: Place on the M4A1
  248. Starting Hand
  249. Squad Move x 1
  250. Move x 2
  251. Move or Fire x 1
  252. Eavesdropping x 1 (Scenario Card)
  253.  
  254. Scenario Rules
  255. "Fair Play"
  256. Once the players have been dealt their starting hands but before the game begins, add the Scenario Card "Fair Play" to the deck.
  257. When this card is drawn (regardless of which player draws it), the Saunders player removes tanks from the map until they have the same number of tanks as the Ooarai player. Tanks removed in this way may not be used anymore during the match. The Saunders player may choose which tanks are removed.
  258. When "Fair Play" is discarded, remove it from the game.
  259.  
  260. Hills
  261. Moving from flat terrain into hills requires two movement points.
  262. Moving from a hill to another hill, or from a hill onto flat terrain requires one movement point.
  263. Hills block line of sight in the same manner as forests. It is possible to fire at a tank that is on top of a hill, but you may not fire at a tank that is on the other side of a hill when the firing line passes through it.
  264. A tank that is on a hill may fire at another tank that is also on a hill.
  265.  
  266. Optional Rules
  267. Angled Fire
  268. When firing at a tank that is on a hill hex from a flat hex, apply a -1 attack modifier.
  269. This represents using the contours of the hills to hide part of the tank.
  270.  
  271. <p18>
  272. Anzio High School vs. Ooarai Girls High School
  273. Inter-school Match
  274. Players: 2
  275. Time: 60 minutes
  276. Difficulty: ★★
  277.  
  278. Ooarai's opponent in their second match is Anzio High School, and in order to remedy their lack of firepower, Miho and the rest of the team conduct a second search of their ship. With the help of the large gun and the new tank that they discover, Ooarai is able to achieve and impressive victory over Anzio and move on to the third round. [Episode 7]
  279. This scenario gives the players the opportunity to take on the roles of the Ooarai and Anzio commanders and predict/investigate how their match turns out.
  280.  
  281. Map: Blank Map
  282. Match Type: Flag Battle
  283. Deployment: Ooarai deploys first
  284. Acts First: Anzio
  285.  
  286. Setting Up the Map
  287. This scenario uses a blank map that is set up in the same manner as in the "Exhibition" scenario. Place the forests and hills as in the following diagram.
  288.  
  289. [Diagram]
  290. Anzio Deployment Zone
  291. Hill
  292. Forest
  293. Ooarai Deployment Zone
  294.  
  295. Ooarai Girls High School
  296. Tanks
  297. Panzer IV Ausf. F2 [PzIV F] x 1
  298. 38 (t) [38t] x 1
  299. Type 89 [Type89] x 1
  300. StuG III Ausf. F [Stg III] x 1
  301. M3 Lee [M3 Lee] x 1
  302. Char B1 bis [B1 bis] x 1
  303. Characters
  304. Anglerfish Team [Miho Nishizumi, Takebe, Isuzu, Akiyama, Reizei (All Front)] - All on the same tank
  305. Turtle Team (Front)
  306. Duck Team (Front)
  307. Hippo Team (Front)
  308. Rabbit Team (Front)
  309. Deployment
  310. All Tanks: See Diagram
  311. Flag Marker: Place on the StuG III
  312. Starting Hand
  313. Squad Move x 1
  314. 4 cards from the deck
  315. Scenario Cards
  316. Volleyball Club! - Place this card face-up in front of you, separate from your hand. When you want to use it, declare so, and apply the effect written on the card. Remove it from the game afterwards instead of discarding it (you may not use it again during this match).
  317.  
  318. Anzio High School
  319. Tanks
  320. Up to ten tanks totaling 100 points or less from the brown- or yellow-background tanks
  321. Characters
  322. Anchovy
  323. Pepperoni
  324. Deployment
  325. All Tanks: See Diagram
  326. Flag Marker: Place the flag marker on any tank of your choice (in the manga it was a P40)
  327. Starting Hand
  328. Squad Move x 2
  329. Coordinated Move x 1
  330. 2 cards from the deck
  331. Scenario Cards
  332. Trap - Place this card face-up in front of you, separate from your hand. When you want to use it, declare so, and apply the effect written on the card. Remove it from the game afterwards instead of discarding it (you may not use it again during this match).
  333.  
  334. Scenario Rules
  335. The "Trap" Scenario Card
  336. You may use this card once the Anzio has lost at least one tank.
  337. When the Anzio player plays this card, the Ooarai player may not use character abilities.
  338. This effect lasts until the next Enforcement Card is drawn.
  339.  
  340. Hills and Angled Fire
  341. Moving from flat terrain into hills requires two movement points.
  342. Moving from a hill to another hill, or from a hill onto flat terrain requires one movement point.
  343. Hills block line of sight in the same manner as forests. It is possible to fire at a tank that is on top of a hill, but you may not fire at a tank that is on the other side of a hill when the firing line passes through it.
  344. A tank that is on a hill may fire at another tank that is also on a hill.
  345. When firing at a tank that is on a hill hex from a flat hex, apply a -1 attack modifier.
  346.  
  347. Optional Rules
  348. Team Adjustments
  349. The Ooarai player may move Yukari Akiyama from the Anglerfish Team to the B1 bis.
  350. The Anzio player may substitute Carpaccio for Pepperoni.
  351.  
  352. "Self-sacrifice"
  353. You may substitute this card for "Volleyball Club."
  354. If you do, replace "Anteater Team" on the card with "Duck Team."
  355.  
  356. <p19>
  357. Pravda High School vs Ooarai Girls High School
  358. Inter-school Match
  359. Players: 2
  360. Time: 90 minutes
  361. Difficulty: ★★
  362.  
  363. Ooarai's opponent in the third round was Pravda High school, the winners of the last tournament. Miho had planned to implement a more cautious strategy, but after hearing the opinions of her teammates who were growing ever more confident in their abilities, she decided on a more aggressive plan of attack. The Pravda team caught wind of Miho's actions, set a trap, and lied in wait. (Episodes 8, 9, and 10)
  364.  
  365. Map: Pravda vs. Ooarai Map
  366. Match Type: Flag Battle
  367. Deployment: Pravda deploys first
  368. Acts First: Pravda
  369.  
  370. Ooarai Girls High School
  371. Tanks
  372. Panzer IV Ausf. F2 [PzIV F] x 1
  373. 38 (t) [38t] x 1
  374. Type 89 [Type89] x 1
  375. StuG III Ausf. F [Stg III] x 1
  376. M3 Lee [M3 Lee] x 1
  377. Char B1 bis [B1 bis] x 1
  378. Characters
  379. Anglerfish Team [Miho Nishizumi, Takebe, Isuzu, Akiyama, Reizei (All Front)] - All on the same tank
  380. Turtle Team (Front)
  381. Duck Team (Front)
  382. Hippo Team (Front)
  383. Rabbit Team (Front)
  384. Mallard Team
  385. Deployment
  386. All Tanks: Any hexes marked with the Ooarai Girls High School symbol
  387. Flag Marker: Place the flag marker on any tank of your choice (in the anime it was the Type 89)
  388. Starting Hand
  389. Full Speed Ahead x 1
  390. 4 cards from the deck
  391. Scenario Cards
  392. Cease-fire Agreement
  393. Anglerfish Dance
  394. Place both cards face-up in front of you, separate from your hand. When you want to use one of them, declare so, and apply the effect written on the card. Remove it from the game afterwards instead of discarding it (you may not use it again during this match).
  395.  
  396. Pravda High School
  397. Tanks
  398. T-34/76 x 3
  399. T-34/85 x 2
  400. Deployment
  401. All Tanks: Any hexes marked with the Pravda High school symbol
  402. Flag Marker: Place the flag marker on one of the T-34/76s
  403. Starting Hand
  404. Coordinated Move x 1
  405. Reconnaissance x 1
  406. 3 cards from the deck
  407. Reinforcements
  408. Tanks
  409. T-34/76 x 4
  410. T-34/85 x 4
  411. KV-2 x 1
  412. IS-1 x 1
  413. Characters
  414. Katyusha
  415. Nonna
  416.  
  417. Scenario Rules
  418. Additional Scenario Cards
  419. After the starting hands have been dealt, the Ooarai player chooses three of the following cards, adds them to the deck, and reshuffles it.
  420. Snowy March
  421. Blockade Plan
  422. Pinpoint Shot
  423. Panzer Vor!
  424. Volleyball Club!
  425. All Scenario Cards are removed from them game when they are discarded.
  426. If any of these cards are drawn by the Pravda player, the may not use them, but they may keep them in their hands and discard them.
  427.  
  428. Pravda Reinforcements
  429. The Pravda player deploys one of their remaining tanks into the Pravda deployment zone each time they play a Movement Card (they do not need to play a card in order to deploy reinforcements, but instead may deploy them after moving a tank that is already on the map).
  430. The KV-2 and IS-2 may only be deployed after all of the T-34s have been deployed.
  431. The Pravda player may choose the order in which the T-34/76s and T34/85s, and the KV2-2 and the IS-2, are deployed.
  432. If the Event Card "Cease-fire Agreement" is used, deploy all of the remaining tanks at the time that the tanks are re-deployed.
  433.  
  434. "Cease-fire Agreement"
  435. The Ooarai player may use this card if any of their tanks enter within two hexes of the church hex (see below).
  436. Remove all tanks from the map (but leave wreckage in place as is).
  437. The Ooarai player deploys all of their tanks to any hex within two hexes of the church hex.
  438. Then, the Pravda player deploys all of their tanks to any non-adjacent hexes that are between six and nine hexes away from the church hex.
  439. Mix the discard pile with the deck and reshuffle it, then each player draws enough cards so that their total hand size is five.
  440. The match restarts with the Ooarai player acting first.
  441.  
  442. "Anglerfish Dance"
  443. This card may only be played after "Cease-fire Agreement" has been used. From now on, the Ooarai player adds a +1 modifier to all of their tanks' attack rolls.
  444.  
  445. Church (Hex 1403)
  446. This hex may not be entered, and obstructs fire.
  447.  
  448. <p20>
  449. Kuromorimine Girls High School vs. Ooarai Girls High School (Multi-part Scenario)
  450. Inter-school Match
  451. Players: 2
  452. Time: 120 minutes
  453. Difficulty: ★★★
  454.  
  455. After defeating Pravda High School, Ooarai Girls High School at last moved on to the finals. Their opponent was the previous year's runner-up, Kuromorimine Girls High School, commanded by Maho Nishizumi, Miho's older sister. With the addition of two new teams and their final practice behind them, they faced the match with a flurry of emotions in their hearts. (Episodes 10, 11, and 12)
  456.  
  457. Stage 1
  458. Map: Kuromorimine vs Ooarai Girls High School First Stage
  459. Match Type: Flag Battle
  460. Deployment: Ooarai deploys first
  461. Acts First: Ooarai
  462.  
  463. Ooarai Girls High School
  464. Tanks
  465. Panzer IV Ausf. H [PzIV H] x 1
  466. Hetzer [Hetzer] x 1
  467. Type 89 [Type89] x 1
  468. StuG III Ausf. F [Stg III] x 1
  469. M3 Lee [M3 Lee] x 1
  470. Char B1 bis [B1 bis] x 1
  471. Porsche Tiger [P Tiger] x 1
  472. Type 3 [Type3] x 1
  473. Characters
  474. Anglerfish Team [Miho Nishizumi, Takebe, Isuzu, Akiyama, Reizei (All Front)] - All on the same tank
  475. Turtle Team (Front)
  476. Duck Team (Front)
  477. Hippo Team (Front)
  478. Rabbit Team (Front)
  479. Mallard Team
  480. Leopon Team
  481. Anteater Team
  482. Deployment
  483. All Tanks: Any hexes marked with the Ooarai Girls High School symbol
  484. Flag Marker: Place on the Panzer IV Ausf. H
  485. Starting Hand
  486. Squad Move x 1
  487. Coordinated Move x 2
  488. Move x 1
  489. Emergency Braking x 1
  490. Scenario Cards
  491. Self-sacrifice
  492. Volleyball Club
  493. Billowing Strategy (or Taunting Strategy)
  494. HS0017
  495. Spirit of the Student Council
  496. Epic Strategy
  497. Place all cards face-up in front of you, separate from your hand. When you want to use one of them, declare so, and apply the effect written on the card. Remove it from the game afterwards instead of discarding it (you may not use it again during this match).
  498.  
  499. Kuromorimine Girls High School
  500. Tanks
  501. Tiger I [Tiger I] x 1
  502. Tiger II [Tiger II] x 2
  503. Panther [Panther] x 6
  504. Jagdpanther [Jagdpanther] x 1
  505. Jagdtiger [Jagdtiger] x 1
  506. Panzer IV/70 [Jagd PzIV] x 6
  507. Elefant [Elefant] x 1
  508. Characters
  509. Maho Nishizumi
  510. Erika Itsumi
  511. Deployment
  512. All Tanks: Any hexes marked with the Kuromorimine Girls High School symbol
  513. Flag Marker: Place on the Tiger I
  514. Starting Hand
  515. Fire x 2
  516. 3 cards from the deck
  517.  
  518. Scenario Rules
  519. Card Adjustments
  520. The card "Volley Fire" is not used in this scenario. Remove it from the deck before playing.
  521.  
  522. Scenario Format
  523. This match uses two maps. The first stage uses the map with the hill on it, and the second stage uses the city map.
  524. If the match has not been decided in the first stage, proceed to the second stage.
  525.  
  526. Conditions for Ending the First Stage
  527. The Ooarai tanks only may exit the map by entering Remagen Bridge (hex 1501) (remove a tank from the map as soon as it enters the hex). The first stage ends as soon as two Ooarai tanks have left the map.
  528. If either flag tank is destroyed before two tanks have left the map, the match ends as usual.
  529.  
  530. There Is No Fleeing in Nishizumi-ryu
  531. During the first stage, all of the Kuromorimine tanks must move closer to Ooarai's flag tank. This restriction no longer applies once the flag tank has left the map.
  532.  
  533. "Billowing Strategy"
  534. This card may be used as long as the Kuromorimine player has played at least one Attack Card. When this card is used, the Ooarai player places a smokescreen marker on each of their tanks. Apply a -2 attack modifier to any attack that passes through or into a hex with a smokescreen marker.
  535. As long as a tank has a smokescreen marker on it, its movement becomes 3.
  536. When a smokescreen marker enters or moves through a barren hex, remove it from the map.
  537.  
  538. Barren Hexes
  539. A barren hex is any hex whose entire face is brown (do not count hexes where only part of the face is brown as barren hexes). Treat a barren hex as a clear hex. However, when a smokescreen marker enters a barren hex, it is removed from the map.
  540.  
  541. Deployment in Forests
  542. Kuromorimine's deployment hexes in the first stage are forest hexes. These forest hexes may only be entered or moved through at the start of the match. Once a tank has left one of these hexes, they may not re-enter them.
  543. Furthermore, lines of fire may not be made through these forest hexes. There are no attack modifiers for firing into or from forest hexes.
  544.  
  545. Hills (Ridge 207)
  546. The left side of the map contains a line of hill hexes (four hexes marked with dotted white lines and black triangle symbols) known as "Ridge 207."
  547. Ridge 207 may be entered like a hill hex, but block fire (you may not fire through any of the Ridge 207 hexes). It is possible to fire on tanks in these hexes.
  548. Apply the following modifiers to attacks against tanks in Ridge 207 hexes.
  549. Attack Modifer -2
  550. Damage Modifier -2
  551. Moving from a clear hex or a barren hex into a Ridge 207 hex requires 2 movement points. Treat all of the hexes surrounding Ridge 207 as barren hexes (e.g. hex 0405, etc...).
  552.  
  553. Rivers and Shallows
  554. River hexes may not be entered.
  555. Entering a shallow hex requires 2 movement points.
  556. River hexes and shallow hexes do not block line of sight.
  557.  
  558. Stage 2
  559. Map: Kuromorimine vs. Ooarai Girls High School Second Stage
  560. Match Type: Flag Battle
  561. Deployment: Ooarai deploys first
  562. Acts First: Ooarai
  563.  
  564. Ooarai Girls High School
  565. Tanks
  566. All tanks that survived Stage 1
  567. Characters
  568. All characters on tanks that survived Stage 1 (face-down characters remain face-down)
  569. Deployment
  570. All Tanks: Start from hex 1019 (see the Scenario Rules below)
  571. Flag Marker: The same tank designated in Stage 1
  572. Starting Hand
  573. All cards remaining in your hand at the end of Stage 1
  574. Draw enough cards from the deck so that your total hand size is 5
  575. Scenario Cards
  576. All cards remaining from Stage 1 (used Scenario Cards are not replenished)
  577.  
  578. Kuromorimine Girls High School
  579. Tanks
  580. Maus [Maus] x 1
  581. Panzer III Ausf. J [PzIII J] x 1
  582. Deployment
  583. Maus: Hex 0417
  584. Panzer III Ausf. J: Any hex within three hexes of the Maus
  585. Starting Hand
  586. All cards remaining in your hand at the end of Stage 1
  587. Draw enough cards from the deck so that your total hand size is 5
  588. Reinforcements
  589. Tanks
  590. All tanks that survived Stage 1 (see the Scenario Rules below)
  591. Characters
  592. All characters on tanks that survived Stage 1 (face-down characters remain face-down)
  593.  
  594. Scenario Rules
  595. Beginning the Second Stage
  596. At the start of Stage 2, mix together the discard pile, the deck, and the "Reinforcements" Scenario Card and reshuffle them to create a new deck.
  597. Leave your hands the same as they were at the end of Stage 1, and draw enough cards from the newly formed deck so that your hand contains five cards total. If you draw any Enforcement Cards or the "Reinforcements" Scenario Card, set them aside until after both players have drawn their hands, then return them to the deck and reshuffle it.
  598. At the start of Stage 2, the Ooarai player has their remaining tanks enter the map from hex 1019. Each tank carries out one move action as if it had 4 movement points (these moves do not require any cards to be played).
  599.  
  600. City Map
  601. You may not move through or fire through a white hex-side.
  602.  
  603. Wreckage
  604. In this scenario, destroyed tanks are turned face-down and left where they are on the map. See the "Wreckage" section for more details.
  605.  
  606. Maus Movement Restrictions
  607. Whenever the Maus spends two or more movement points in a single turn, you must make a "tread failure check." After any move where the Maus spends two or more movement points, roll a die. On a result of 6, the Maus's treads are damaged, and it becomes Immobile. It may recover from Immobile status as normal by using a "Repair" card.
  608.  
  609. Kuromorimine Reinforcements
  610. During Stage 2, the Kuromorimine reinforcements appear whenever either of the following conditions are met.
  611. An Enforcement Card or the "Reinforcements" Card is drawn
  612. The Maus is destroyed
  613. When either of these conditions are met, starting on their next turn, the Kuromorimine player may deploy all of their remaining undestroyed tanks from Stage 1 in hexes 0108 and 0109.
  614. Each time the Kuromorimine player plays a Movement Card, they may place one tank in each of those hexes before making the move listed on the card. It does not matter whether they move one of the newly deployed tanks or another one.
  615. However, a new tank may not be deployed into one or both of these hexes as long as there is currently another tank occupying it. The first time you deploy reinforcements, one of the tanks deployed must be the flag tank.
  616. When using the "Squad Move" card, you may move all of your tanks currently on the board.
  617.  
  618. "Epic Strategy"
  619. If you would be unable to enter the hex behind the target tank (for example, if it is on a map edge, or if the hex is occupied by another tank), you may not use this card.
  620.  
  621. HS0017
  622. When this card is used, place the Ooarai flag tank in hex 1402, and the Kuromorimine flag tank in hex 1006. Place another of Ooarai's tanks in hex 1007. For the rest of the match, no tanks from either side may enter hex 1007, and the tank in hex 1007 may not move or fire at the flag tank.
  623. If there are no Ooarai tanks that may be placed in hex 1007, this card may not be used.
  624.  
  625. <p22>
  626. The National Tournament
  627. These rules allow you play a series of matches based on the 63rd National High School Senshadou Tournament.
  628. While it may take some time, there should be great satisfaction that comes from achieving victory through the series of matches.
  629. The following rules are divided into two different ways to play, "Linked Scenarios" and "Tournament Play."
  630.  
  631. Linked Scenarios
  632. This method of play recreates the 63rd National Tournament as it appeared in the anime.
  633. It is designed for two players, one taking the role of Ooarai Girls High School, and the other playing the part of the rest of the opposing schools.
  634.  
  635. Overview
  636. Play the Inter-school Matches in order of Saunders, Anzio, Pravda, and Kuromorimine. The Ooarai player must win all of these scenarios in order to achieve victory. If they do not, the other player is the winner.
  637. While each scenario is played according to the basic rules described under each one, there are several changes made when playing a Linked Scenarios tournament.
  638.  
  639. Scenario Cards
  640. Before the first match, the Ooarai player is given all of the Scenario Cards (except for "Trap" and "Reinforcements").
  641. The Ooarai player may choose which cards they are going to use before each match. However, a card may still only be used when the restrictions listed on the card are met.
  642.  
  643. Example: "Spirit of the Student Council" may only be used on the Kuromorimine City Map, because the Maus does not appear in any other scenario.
  644.  
  645. Ooarai Girls High School Tanks
  646. The Ooarai player may use the following tanks according to the following schedule.
  647.  
  648. Match 1: Saunders
  649. Panzer IV Ausf. D
  650. 38 (t)
  651. M3 Lee
  652. StuG III Ausf. F
  653. Type 89
  654.  
  655. Match 2: Anzio
  656. As above, plus the Char B1 bis (however, if you lost more than half your tanks during the Saunders match, this tank only becomes available starting with Match 3)
  657.  
  658. Match 3: Pravda
  659. As above, plus the Porsche Tiger (however, if you lost two or more tanks during the Anzio match, this tank only becomes available starting with Match 4)
  660.  
  661. Match 4: Kuromorimine (Final Match)
  662. As above, plus the Type 3 (however, if you lost more than half of your tanks during the Pravda match, this tank is not available)
  663.  
  664. Tank Upgrades
  665. The Ooarai Panzer IV is upgraded every time it destroys an enemy tank. Whenever one or more enemy tanks are destroyed by the Panzer IV, increase its rank by 1 in the next match.
  666.  
  667. Panzer IV Upgrade
  668. Ausf. D -> Ausf. F2 -> Ausf. H
  669.  
  670. Even if it destroys multiple tanks in a single scenario, it cannot be upgraded more than one rank at a time.
  671. Similarly, when the 38 (t) destroys an enemy tank, it increases in rank to a Hetzer in the next match.
  672.  
  673. 38 (t) Upgrade
  674. 38 (t) -> Hetzer
  675.  
  676. Character Growth
  677. Each of the Ooarai Girls High School teams, and each member of the Anglerfish Team, begin the first match face-down.
  678. Whenever any team besides the Anglerfish Team destroys an enemy tank, they begin the next match face-up (make a note of which team or teams will be turned face-up).
  679. Whenever the tank piloted by the Anglerfish Team destroys an enemy tank, you may choose any one member of the team to begin the next match face-up for each enemy tank destroyed (make a not of which characters will be turned face-up).
  680. Mallard Team's, Anteater Team's, and Leopon Team's counters reverse sides have white backgrounds instead of polka-dotted ones. They contain no abilities, only the team names. Until now these sides have had not been used, but they are treated differently using the Linked Scenario rules.
  681. The Mallard Team may be used starting with Match 3, and the Anteater and Leopon Teams starting with Match 4. As such, if the Mallard Team is successful in Match 3, they may be turned face-up starting with Match 4.
  682. Starting with Match 4, the Anteater and Leopon Teams may be turned face-up during the match as soon as they destroy an enemy tank.
  683.  
  684. Optional Rules
  685. Alternate Reality
  686. The Ooarai player may ignore the restrictions placed on deployment of teams.
  687. The Ooarai player may choose which team is deployed piloting which tank. They may change who is assigned to which tank for each match, or even deviate from the anime and deploy the Anteater Team starting with the first match.
  688. However, they may not deploy more teams than there are tanks listed in each scenario. Also, no more than one team may be deployed on each tank.
  689.  
  690. <p23>
  691. Tournament Play
  692. This method of play allows you to recreate your own tournament, different from the events portrayed in the anime.
  693. Anywhere from two to six people can play, all aiming for victory.
  694. However, it requires even more time to play than when using the Linked Scenarios method.
  695.  
  696. Overview
  697. Each player participating in the game chooses one of the six schools below.
  698.  
  699. 1. Ooarai Girls High School
  700. 2. St. Gloriana Girls Academy
  701. 3. Saunders University High School
  702. 4. Anzio High School
  703. 5. Pravda High School
  704. 6. Kuromorimine Girls High School
  705.  
  706. They then choose one of the ten schools below.
  707.  
  708. 7. Chihatan High School
  709. 8. Maginot Girls High School
  710. 9. Bonple High School
  711. 10. Viking Marine High School
  712. 11. Yogurt High School
  713. 12. Koala Forest High School
  714. 13. Aoshidan High School
  715. 14. Continuation High School
  716. 15. Waffle Academy
  717. 16. BC Free School
  718.  
  719. The players may choose schools in whichever method they wish. They may rock-paper-scissors to decide the order, draw flag markers at random, or use any other method that they wish.
  720.  
  721. Next, create a tournament bracket using all sixteen schools using the image to the right as a guide. Fill in each spot on the bracket by picking each of the sixteen school's flag markers at random.
  722. Once the bracket has been created, play out each match in order.
  723.  
  724. Tournament Progression
  725. Each match takes the form of the "Exhibition" scenario.
  726. When the two schools participating in a match are each controlled by one of the players, the controlling players play out the match against each other. The winner of the match may proceed to the next match in the tournament.
  727. When the two schools participating in a match are both controlled by the same player, the controlling player chooses which school wins without playing a match.
  728. When one of the schools participating in a match is controlled by one of the players and the other school is not, the school controlled by the player wins without playing a match.
  729. When the two schools participating in a match are not controlled by any player, determine the victor by rolling a die, rather than by playing a match.
  730. Continue through the matches, and the player whose school wins the tournament is the winner.
  731.  
  732. Creating Forces
  733. Each player puts together their own force before each match (however, tanks over 40 points are not allowed).
  734. The total point value and number of tanks depends on which round of the match it is.
  735.  
  736. 1st Round: 100 points (up to 10 tanks)
  737. 2nd Round: 100 points (up to 10 tanks)
  738. 3rd Round: 150 points (up to 15 tanks)
  739. 4th Round: 200 points (up to 20 tanks)
  740.  
  741. Your force may only contain tanks available to your own school. Each schools' tanks are designated with a specific color.
  742.  
  743. Ooarai Girls High School: Blue
  744. St. Gloriana Girls Academy: Light Brown
  745. Saunders University High School: Light Green
  746. Anzio High School: Yellow
  747. Pravda High School: Red
  748. Kuromorimine Girls High School: Black
  749. Other schools: Gray
  750.  
  751. Using Characters
  752. If both players agree to it, each may use up to two of their school's characters.
  753. They may choose which characters to use, or choose them randomly using the rules in the "Exhibition" scenario section.
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