Rules Overview - Patrols
As promised, here's the first “chapter” of the rules for OrcQuest- Warpath. We will be showing them to you little by little in the days to follow, by concentrating on the more original and representative mechanics of the events you will live will being in the skin of an orc Hero.
The Patrol management is one of the main mechanics in Orcquest-Warpath. Orcs entering the human lands must act carefully and efficiently to move discreetly or to quickly eliminate their enemies. With the patrolling sentinels, all it takes is a misstep to quickly be found and have backup arriving to get rid of us. The situation can become risky…
Once all heroes have ended their activation, it´s the enemy´s turn to be activated. The enemy´s turn always begins by the Patrol management, before solving any reactions of the enemies engaged with your heroes or those wandering around the corridors.
At the beginning of the enemy´s turn, you must first solve the Patrols.
Each scenario has an indication of how many Patrols may be present at the same time on the board, as well as which type of enemy must be used depending on the Alert Level. There is also an indication of the path the Patrols will be taking once they enter the game, via the Patrol Entrance and Patrol Exit tokens.
During this phase players must activate all present Patrols, and then verify for any potential new Patrol Spawn.
If the maximum number of Patrols is already on the board, or if the Bell rings (see «The Bell»), ignore this step.
If the maximum number of Patrols isn't present on the board, a Patrol will appear and automatically move 4 squares forward.
- We indicate that the added miniatures are part of a Patrol, by using a Patrol marker.
- Unless stated otherwise, the movement of a Patrol is always of 4 squares, and its composition is stated in the scenario.
- If at least one type of miniature is no longer available, the patrol will not include the missing miniatures, but the Alert level will increase by 1.
If at least one Patrol is on the board in Line of Sight of one of your heroes, it will activate the Alert State.
For each Patrol that isn't in an Alert State, and starting by the one closest to the exit, a Patrol card must be drawn and its effect must be applied to the related Patrol. Solve each Patrol card entirely, before drawing the next one.
If at any moment during the Patrol Phase, a miniature that is part of a Patrol is in Line of Sight of one of the heroes , this Patrol will activate the Alert State. It activates the Alert State as well, if it is in Line of Sight of a room where the heroes have killed enemies, or an opened door.
- The miniatures of the Patrol that have Alert State activated, have their Patrol marker turned to its Alert face.
As soon as a Patrol activates its Alert State, each miniature uses the movement value indicated on their Enemy Sheet. If this movement is superior to the base movement of the Patrol (4 squares by default, which can be different depending of the card), this new value is used until the end of this activation.
When a Patrol in Alert State is in Line of Sight of one Hero, only the miniature (« humanoid » obviously) with the highest movement value heads to the closest Bell (by number of squares to be travelled). The others charge the hero on sight. You can freely choose the order of activation of enemies, as well as their target, but each hero must always be charged by at least one miniature, if possible.
- If there are more heroes in charging distance than Patrol miniatures, the priority will be the Bell and one miniature of the Patrol will head towards the Bell and the rest towards the heroes.
- If there is only one miniature left on the Patrol, it ignores the heroes to head towards the Bell and will be subject to Furious Flee behaviour.
- If the path of a Patrol in an Alert State is blocked, a single miniature heads towards the Bell as if it was submitted to the Furious Flee behaviour. Only Massive heroes can completely block the path and in this case, all enemies must fight.
On each mission there is an indication of where you should place the Bell tokens, on the board. The bell corresponds to the alarm system that one miniature in an Alert State will try to activate to call for backup. As soon as one of the miniatures in the Patrol arrives to the square containing the Bell, it rings it, until an event activates the end of this action.
As soon as the bell rings :
- An enemy group with the same composition of a patrol spawns on each entrance and exit of each Patrol Path.
- All the patrols on the board become normal enemies. Remove the Patrol marker.
As long as the bell keeps ringing :
- No new patrols show up, all of those in proximity have come to help.
- All the enemies that are not in Line of Sight of at least one of the heroes move towards the Bell, as soon as they see a Hero, they are submitted to their Classique Enemy Behaviour. If they meet a Hero during their movement towards the Bell, they automatically charge him – if there are many heroes, players must choose which Hero becomes the target.
Now that you found out how to manage and anticipate the movement of Patrols, you can be better prepared to face this menace. Will you let them pass without interfering, will you eliminate them at the turn of a corridor or will you just smash them when they pass?
On our next chapter about Gameplay, we will see Enemy activation, because it's important to know your enemy in order to get rid of them in the most Badass way possible.
Be Bad, Be Tough, Be Orc!