Hosting an Epic Heroscape Game- Enchanted Grounds & Taelord’s Coliseum
Epic
Impressive by virtue of greatness of size, scope or heroism.
This is going to be fun. I thought for my first entry it would be fun to post how to host an Epic Heroscape Game. I’ve been running big Heroscape games at my house ever since we came out with Heroscape. There’s nothing like drawing a little map and then building it on a big table.
Big Games with lots of people- If you’ve played Heroscape with more than 6 people as is, you quickly realize it’s not really designed to play with that many people. There is too much waiting in between turns. You find yourself saying things like: Is it my turn yet. Done. Finished. Pick up the pace. If you are hosting an Epic Heroscape Game and the game is for more than 6 people there are some rules you can use to make it fun for everyone.
What do you need to Host an Epic Heroscape Game? Lots of figures and lots of terrain, and some friends to play with. Oh yeah, you need a big table or 2. And some snacks and beverages would be nice.
The role of the Host-
You do not actually play.
You organize the event to find out who is playing and just how many players are playing.
You set up the map and usually all of the armies.
You organize the pregame activities.
You’re there to make sure everybody has a good time.
IF YOU ARE NOT GOING TO HOST THIS EPIC HEROSCAPE GAME READ NO FURTHER.
IF YOU ARE GOING TO HOST, CONTINUE READING.
Epic Heroscape Game #1- Enchanted Grounds
This game is for 8 players and the host (who does not play).
The Batttlefield and the Set Up-
Build the Enchanted grounds battlefield. Follow these rough rules when building:
You will want to build a battlefield so that 8 players can play comfortably. I used a 4 by 6 table. The battlefield was basically one long rectangle. In the 6 ft direction the tiles stretched over the entire table. In the 4 ft direction, I counted 26 hexes across. This length is important for big games. If you start too far apart players spend too much time moving (yawn…boring). At 26 hexes, players can field large armies and advance in waves and players will also have room to roll dice and place army cards.
It’s 4 on 4. Teammates will sit next to each other facing their opponents. One team on one side of the table, the other team on the other side. Starting areas will be within 4 spaces of the edge of the table.
The Parting line-
As the host, you are going to run 2 (2 on 2) games simultaneously. This really makes for fast play. When you build the battlefield you need to have some clear indication as to where the parting line is between the 2 games. Sometimes, I’ll run a jagged single hex road down the middle of the battlefield and announce that the road belongs to the players on the left. If you do not have a lot of road tiles you can use sand tiles or some different color tile to indicate where the parting line is.
Rules for Running Simultaneous playing games:
Passing Army Cards- Players can reinforce their teammates in the other game. All they need to do is move an entire army cards worth of figures into the other game’s area. The Army card is then given to any teammate in that game. In future rounds, the receiving player can then place order markers on the newly acquired card. You can also pass incomplete squads, if that’s all that is left alive. For example, if you have the Krav Maga agents and 1 was destroyed you could still pass the remaining 2 to your teammate.
Resolving Simultaneous play- Players can shoot over the parting line, so sometimes this is a little confusing. You as the host, tell the players what happens first. When a player moves an entire army card into the other game over the parting line to pass those figures and the army card, that player can attack or use any special powers that he would normally use. This is also a case where combat could be happening at the same time. You as the host, tell the players what happens first.
Placing the Enchanted Grounds- Place 6 holy grounds in the battlefield, 3 in each game. Use a 7-hex tile of a different color to clearly indicate the Enchanted Grounds. I used a lot of grass on most of the board so I used 7-hex sand tiles to indicate the Enchanted Grounds. These should be placed so one team does not have an advantage. Mix up the terrain in and around the Enchanted Grounds. For example, one Enchanted ground could on a hill, or surrounded by trees with only 2 entrances, or surrounded by water, or in a tower, or almost completely surrounded by lava. Be creative.
Pregame and the Story-
It’s 4 on 4. Teammates will sit next to each other facing their opponents. One team on one side of the table, the other team on the other side. Starting areas will be within 4 spaces of the edge of the table. As the host, you are going to run 2 (2 on 2) games simultaneously.
One side is evil- Utgar. The other side is Good- Jandar, Vydar, Einar, Ullar, & Aquilla.
Generals- Pick a player to be a general for each team. Generals will assign legions, assign where their team’s players will start. The generals also play.
Legion Cards- On index cards write up some legion cards. What’s on these legion cards depends how big your collection is. Each legion should be around 400-800 points armies. Make 10 legion cards for each side. Make sure the overall point total per side is equal. The evil side should contain all Utgar figures. If your collection cannot accommodate these point totals just make one side mostly Utgar. If your collection is not this big, you can scale down the legion cards to 200-400 point armies.
Here are some examples of Legion Cards:
EVIL ARMY LEGION I
Marro Hive 120
Marro Stingers (x4) 240
Marro Drones (x2) 100
- total points 460
EVIL ARMY LEGION II
Minions of Utgar (x3) 330
Taelord 180
Runa 120
- total points 630
EVIL ARMY LEGION III
Cyprien Esenwein 150
Sonya Esenwein 45
Iskra Esenwein 50
Marcu Esenwein 20
Rechets of Bogdan 50
Zombies of Morindan (x4) 240
- total points 555
GOOD ARMY LEGION I
Templar Knights (x3) 360
Knights of Weston (x3) 210
Sir Denrick 100
Finn 80
- total points 750
GOOD ARMY LEGION II
Venoc Warlord 120
Venoc Vipers (x3) 120
Aubrien Elves (x3) 210
- total points 420
Making the Legion cards is fun. I usually group by General, but feel free to group your legion however you want. Make sure you put figures that work with each other together.
Pregame for the Generals-
Give them this information before the game (see below). I usually give the generals information a couple days ahead of the actual game night so they have time to discuss their plans with their teams.
The Objective- Your Valkyrie has seen visions of Enchanted Grounds in Upper Bleakwoode. Possession of these lands will aid in locating one of the undiscovered wellsprings. There are also ancient artifacts scattered throughout the area.
At the end of round 9 the game is over and victory points will be awarded. 6 7-hex sand tiles positioned close to the middle of the battlefield will be the 6 enchanted grounds. Each figure on one of these 42 spaces is awarded 100 victory points. There are 6 artifacts worth between 100 and 500 victory points. The team with the most victory points wins.
Generals, your team of 4 will be playing 2 (2 on 2) games simultaneously right next to each other. All of your team will be on one side and your team’s armies will be placed close to the edge of the battlefield closest to your team. You will be able to pass armies back and forth. More on how that works later (you can explain this in detail later).
As Generals you will do the following:
-Play
-Assign legions to you and your players
-Assign which players will play in which game, and where they will sit.
Here is a picture of the battlefield.
(As the host, if you cannot take a picture, just write a brief description of the battlefield. Here’s an Example of a brief description. There are 2 side by side battlefields separated by a single hex strip of sand. Each battlefield contains 3 Enchanted Grounds. One battlefield has lots of water, in the other battlefield one of the Enchanted grounds is in a tower. The good general will have the tower on his left, and the evil general will have the tower on his right.)
Here are your 10 Legion Cards (Give each general their 10 Legion Cards). You will need to assign 2 Legions to each player including yourself. There will be 2 extra legions, which you may assign to whomever you wish. Note: one player may not be assigned more than 3 Legions. Give this information to me one day before the game night so I can set all the armies up. When players arrive on game night night everything will be set up and ready to play.
So, generals I am looking for something like this:
Chris Evil General will command legions 1 and 8
Wayne will command legions 2, 3 and 6
John will command legions 4, 7 and 10
Rob will command legions 5 and 9
Chris and Wayne will fight on the Battlefield containing the tower enchanted ground. Wayne will be in the center. Chris will be on the outside flank. John and Rob will fight on the Battlefield without the tower enchanted ground. John will be in the center. Rob will be on the outside flank.
Getting the Artifacts ready-
Now, you as the host just need to make the artifacts.
The Artifacts and other stuff- Cut out 10 small pieces of paper, about the size of a glyph. Write the following 10 things on the 10 pieces of paper:
Enchanted Artifact worth 100 victory points
Enchanted Artifact worth 200 victory points
Enchanted Artifact worth 300 victory points
Enchanted Artifact worth 400 victory points
Enchanted Artifact worth 400 victory points
Enchanted Artifact worth 500 victory points
Trap- This figure receives one wound
Sword of Doom +2: A figure using this sword adds 2 to its normal adjacent attack (you as the host decide which figures can use the sword, for example- you may want to say that dragons cannot wield the swords)
Bow of Doom Range 20. Attack 4.: This figure gains a special attack. Range 20. Attack 4. (you as the host decide which figures can use the bow, for example- you may want to say that dragons cannot use the bow)
Ring of Gelda +1: Addds one to this figures defense. (you as the host decide which figures can use the ring, for example- you may want to say that dragons cannot where the ring)
Put these pieces of paper face down spread out near the center of the battlefield. Put 5 in each battlefield.
Rules for passing weapons and artifacts. Any figure may pass a weapon or artifact to another figure at the end of its turn. Note: Squad figures cannot abuse this rule by using a weapon, then passing it to another figure in the same squad. All movement and all attacks need to be completed, then you may pass the artifact or weapon. You cannot pass a weapon
Attack from the woods (optional)- Sometimes to add a surprise. I’ll put a group of trees near the center of the board. The first player to move a figure adjacent to the woods gets attack by a squad of something (could be shades or zombies, whatever you have). You immediately attack with this squad, then in future rounds take turn with them at the end of each round.
In closing- If you are unclear about anything above, you as the host can decide what you think will be fair and fun for all players. Feel free to add, adjust, and or delete anything written above. Some added surprises will keep your players on edge, especially if you think they are reading this blog entry.
Epic Heroscape Game #2- Taelord’s Coliseum
This game is for 6 players and the host (who does not play).
The Battlefield-
Build a Coliseum. You can use multiple tower packs, or build up terrain to make stepped seating. It really doesn’t matter what it looks like. It kinda depends on just how big your Heroscape collection is (my collection is kinda big). When building your Coliseum, you will need a clear visual clue as to where the fighting area is and where the figures in the audience are placed. This visual clue could be raised tiles, different color tiles, or any other clue you might think of. I build up the stands with raised tiles.
You’ll need 18 Unique Heroes to run this game. You will also need some other figure to represent the crowd watching the event, and some squads to represent the wild animals that will be released during the game.
The Story-
(I am not a writer, so I usually write just enough to set the stage.)
Taelord, lord of battling and Utgar’s current right hand man, holds gladiator competitions to find who are the most fearsome warriors in his army. He also forces captured heroes to fight in the battle, just for added extra fun.
The Pregame-
In this game, before the game, each player needs to spend 100 gold. Tell them before they even see the arena (if possible) they will need to decide how much gold they will spend on each of these four things. They will need to bring a piece of paper to the game stating where their gold will be spent.
Give them the following in an email or on a piece of paper:
Gladiators, here are your options:
Bribe the Gladiator Trainer
(this will better your chances to get the Gladiators you want)
Donate to the Temple of Dagmar
(this could increase your initiative roll during the game)
Throw Gold into the Crowd
(this might help you win the favor of the crowd)
Bribe the Animal Trainer
(I think you can guess what this will do)
So...
You can spend your 100 gold however you like.
Here’s an example:
Bribe the Gladiator Trainer - 10 gold
Donate to the Temple of Dagmar - 50 gold
Throw Gold into the Crowd - 0 gold
Bribe the Animal Trainer - 40 gold
Please return this to me before the game begins.
Also, let the players know that they will be choosing from 6 sets of 3 Gladiators. You, as the host, pick these groups. Just use what you have. When selecting, make sure the sets of 3 heroes are not equal in points total.
Here are the teams of 3 heroes you will be selecting from for Taelord's Coliseum:
(this is who we played with)
Cyprien, Mimring, Krug – 420
Ne-Gok-Sa, Deathwalker 9000, Su-Bak-Na – 380
Finn, ROTV Raelin, SOTM Sgt. Drake Alexander – 330
Sonlen, Morsbane, Syvarris – 360
Spartacus, Retiarius, Crixus – 380
Sudema, Agent Carr, James Murphy – 315
Getting Ready to play- OK, you have built your Coliseum. You will need to place 6 glyphs Symbol-side up anywhere on the coliseum floor near the edge, not in the middle. Spread the glyphs out evenly. Cut up 6 small pieces of paper (about the size of a glyph) and write the numbers 1-6 on them. Place the pieces of paper on the glyphs. Place your groups of 3 heroes adjacent to the each of the glyphs, so each glyph will have a set of three heroes nearby. These glyphs represent doors and no figure is allowed to occupy them. You will need 3 squads to represent the animals that will attack during the game. I used Marrden Hounds, Anubian Wolves, and Deathstalkers. You can use any squads you think will work. Hide these squads from the players. They will come into play later. Now, fill the stands with the rest of your Heroscape figures.
Rules for the players:
Object- To survive and destroy the other gladiators. The instantly game ends when there are only 6 Heroes left and victory points are awarded. Each surviving Hero receives 100 pts + their point value. During the game players should keep the Army Cards that their gladiators destroyed. Each player receives the point value of each hero their team of gladiators destroyed. The player with the most points wins. However, you must have at least one surviving Gladiator to win.
So how does this stuff work during the game?
Bribe the Gladiator Trainer – The player who spent the most gold gets first pick of his 3 heroes, the 2nd most gets second pick and so on. All ties are decided by a 20-sided roll.
Donate to the Temple of Dagmar- The player who spent the most gold adds 10 to every one of his initiative rolls. If there is a tie decide it by rolling the 20-sided die. All other players add 1 to every one of his initiative rolls for each 10 gold they spent (round down).
Throw Gold into the Crowd- The player who spent the most gold is never attacked by the Crowd (see The Crowd below), and never is Sniped (see End of the Round Sniping). All ties are decided by a 20-sided roll. All other players add 1 to every one of his Crowd Rolls (this includes Crowd Approval Rating rolls and Crowd Attack Rolls) for each 10 gold they spent (round down) (see The Crowd below).
Bribe the Animal Trainer- The player who spent the most gold will receive control of the first squad of animals unleashed. See End of Round Animal Attack below. The 2nd most will receive control of the second squad released after the second round. The 3rd most will receive control of the third squad released after the third round. All ties are decided by a 20-sided roll.
End of the Round Sniping: This crowd is evil. At the end of each round, each player, except the player who through the most gold into the crowd, must roll for his or her Crowd Approval Rating. All players, except the player who through the most gold into the crowd, roll the 20-sided die. The player who rolled the lowest will receive sniper shots. Sniper shots are taken one at time for each of this player’s heroes. The host rolls the 20-sided die. If a 19 or higher is rolled that hero is destroyed.
End of the Round Animal Attack: After the Sniping (see above) the animals are released. You will need 3 squads to represent the animals that will attack during the game. One squad will enter the Coliseum after each of the first three rounds. I used Marrden Hounds, Anubian Wolves, and Deathstalkers. You can use any squads you think will work. Prior to the game, pick the order in which the squads will enter the Coliseum. After the first round announce that animals are being released (one squad). Give the appropriate squad card to the player who spent the most for Bribe the Animal Trainer. Roll a six sided die. The animals are placed adjacent to the door glyph rolled. The player controlling the animal squad may immediately take a turn with them. After round 2, the first squad of animals takes a turn, then the new animals are released. Roll a 6-sided for a new door glyph. The player who spent the second most gets to control this new squad and takes a turn with them immediately. After round 3, the first squad of animals takes a turn, then the second squad of animals takes a turn, then the third squad is released. Roll a 6-sided for a new door glyph. The player who spent the third most gets to control this new squad and takes a turn with them immediately.. After round 4 and on, continuing taking turns with the animals (in the chosen order) if they are alive. Any heroes destroyed by the animals count for victory points for the player controlling the animals. Note: Order markers are never placed on these animal squad cards. They move and attack at the end of the rounds only.
Taelord’s Ruling- If a Hero figure receives wound(s) and now has one life left, the crowd will vote to see if that hero is automatically destroyed. Roll ten combat dice, if you (the host) roll 5 or more skulls the figure is destroyed, if you roll 4 or less the figure remains on the table. Note: For scoring, any hero destroyed by Taleord’s Ruling counts for the player who brought that hero down to one life left.
The Crowd- You as the host control the crowd figures. You do not use order markers. They only move and attack if a player fails a Crowd Attack Roll. A Crowd Attack Roll takes place when a player’s Gladiator goes into the crowd or attempts to move while in the crowd area(the crowd area). That player immediately rolls the 20-sided die. If the player rolls a 15 or higher, the crowd does nothing. If the player rolls an 14 or lower you can attack with any Army Card nearby. Note: If you are the player who through the most gold into the crowd, the crowd ignores you.
In closing- If you are unclear about anything above, you as the host can decide what you think will be fair and fun for all players. Feel free to add, adjust, and or delete anything written above. Some added surprises will keep your players on edge, especially if you think they are reading this blog entry.




Designing Heroscape to most gamers seems like a dream job, but as blasphemous as it sounds, not all aspects of designing Heroscape are fun. However, one of the most fun things to do is to design new characters (by this I mean the powers of the figure, not the actual look). So when Craig Van Ness told me to design a samurai army, I dove into it with great enthusiasm. I wanted an army that would be powerful but not overpowering. It had to be an army where all the figures worked well together within the context of the samurai theme. Here was a perfect opportunity to create an army that could be designed from the start rather than be designed piecemeal as new expansion packs came out.
Einar is getting his dragon.
