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C&C Tricorne has gotten me thru this not so zombie apocalypse

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4 years 5 months ago #311 by magooF15
Hello all, just loving this game. I’m a retired fighter pilot with way too many war games, but lately I can’t get this off the table. Have played every scenario from the base game and a few from the French expansion. Working on a British Retreat from Concord scenario (I grew up 30 minutes from there). When I hammer it out I’ll post it here. Cheers all.

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4 years 3 months ago #357 by earache
Here's a formatted pdf of Mike's Retreat from Concord scenario:

This browser does not support PDFs. Please download the PDF to view it: Download PDF

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    4 years 3 months ago #370 by mirkobruner
    Let us know when you are done! I would like to start to understand what criteria people use to design new scenarios. It would be interesting to share this knowledge in order that ALL new games share the same methodology.

    Welcome to the Battlefields of the fife & drum and smole


    Please Luck, Be Gentle With Me Dice. Forward!
    Mi®ko.

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    4 years 3 months ago #371 by mirkobruner
    Very Cool! How did you design this?


    Please Luck, Be Gentle With Me Dice. Forward!
    Mi®ko.

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    4 years 3 months ago #372 by Mark-McG

    mirkobruner wrote: Let us know when you are done! I would like to start to understand what criteria people use to design new scenarios. It would be interesting to share this knowledge in order that ALL new games share the same methodology.


    For me the process of scenario design starts with the history and a map. Knowing how the battle unfolded, and a map of positions is a great aid to designing a scenario. Not infrequently the events of the battle unfold in ways that defy the logical approach based on the map positions, and it makes sense to adjust the scenario in some ways, particularly around the Victory conditions, to motivate players towards the military goals of the day.

    A lot of time there are scenario special rules that have been used before to cover certain situations;
    a typical one is surprise, where a side starts with a small number of cards and draws extra in the first few turns
    another is speed, where a time element is involved and the Time Pressure objective is invoke.
    Breakthrough objectives, with banners for exiting the map in certain places

    I think the golden rules for scenario design are;
    1. Conform to the normal rules
    2. Keep the special rules simple and few
    3. Use Victory location objectives to mark the military objectives of the day
    4. Don't straightjacket players to force play

    That being said, variety matters. Having another scenario that is almost identical or similar to another isn't that exciting. Every scenario should have a signature hook.
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