Presented at Enfilade this year, by yours truly. I apologize for the lack of pictures, and their quality - this convention game stuff is hard friggin' work.
5 leagues total:
The dauntless crew of the
Gungnir, led by Admiral Heyerdahl (leader, sidekick, 2 gangs, 2 allies)
The vicious crew of the
Viking, led by Kaptin Gabler (leader, sidekick, 4 allies)
The Princess' Bodyguard, led by Grog of Loc-Nar (leader, sidekick, ally, 2 gangs)
The Princess' Suitors, a league of legends led by Carter.
The random element, a league of 4 flying Highland Martians.
The goal were slightly different for each league:
Norwegian Privateer Goals:
Primary: Find the Princess Voojwa D'Ey, and take her prisoner, to help in the conflict with the Martian state of Helium, and their resistance to the rightful expansion of Free Norway. Damned natives.
Secondary: Sabotage the Hullcutter.
Tertiary: Grab anything else that might be worth something, and don't lose anything in the process.
Norwegian Crew of the Gungnir Goals:
Primary: Do not lose control of the Gungnir.
Secondary: Grab the Princess Voojwa D'Ey, and take her prisoner, to help in the conflict with the Martian state of Helium, if the opportunity presents itself.
Martian Bodyguard Goals:
Primary: Find Princess Voojwa D'Ey, and keep her safe from these thieving raiders from Earth.
Secondary: Cripple the Earth vessel if the opportunity presents itself.
Princess's Suitors' Goals:
Primary: Show that you are the best choices for Princess Voojwa D'Ey by driving off these Earthling upstarts!
Secondary: Destroy the Earthling airship.
Tertiary: Gather honor and fame by getting anything of value.
Highland Martians' Goals:
Primary, Secondary, and Tertiary: Gather up anything of value. Be mercenary about the whole thing. If it has value, grab it and fly off.
The plot points were:
The Princess Voojwa D'Ey,
Jewel of the House of Helium
While in possession of this plot point, you get the effects of the 'Extend the Scenario' Reward.
Cask of Aquavit
You get the reward card 'Discard 1 to force everyone else to discard 1' OR you may discard this reward to cause a fire on board the ship you are on. This will count as 'crippling the ship' for this scenario.
Grappling Hook
Gain the reward for 'Discard 1 card for bonus to Dodge or Cunning', and gain Immunity to Perilous Areas.
Big F'''Off Bomb
This reward may be sacrificed to cripple the ship you are currently on. Everyone on board now has 2 turns to evacuate before they are lost with the ship as it falls from the sky.
The Heart of Helium
Big jewel gives the reward card '+1 fortune card', makes girls weak in the knees, makes men who like money unable to walk with any decency.
Princess Abra of Cadabra
Taken prisoner in recent conflict between Helium and Cadabra, she is worth her weight in gold and silver to any side for her use as a bargaining chip. Reward card '+1d to Might' as the men flex in front of her.
The beginning positions...I placed the leagues, to reduce time and difficulty. I was already explaining a new ruleset to all but one of the players.
The ships' decks were relatively safe to roam, but crossing from ship to ship as well as anytime you crossed within an inch of a gun emplacement were perilous areas...unless you had wings, which allowed you to ignore the perilous areas between ships. I also ruled that failing a peril while crossing between ships meant you fell to your death, which came to figure in prominently. I also told them no-one could activate a plot point on their own ship until turn 3 - I felt it was too easy to get to in the tight quarters.
By the end of the first turn, shots had been exchanged between the bodyguard and the crew of the Gungnir, reducing the gangs significantly, and players were spending more time trying to hurt each other than gain plot points. The Highland player, however, read his goals, and went straight to the plot points.
Which prompted the rest of them to start throwing everything at the Highland Martians, whose player could roll no bad dice for the rest of the game. I may as well just told him "you pass everything".
And, of course, he finds not one, but BOTH princesses in one turn.
Here, you can see the position of the skimmer that the suitors used to get to the fight.. If you look closely above, you will see my John Carter model down on the mat forming my "planet". That would be because he failed on his first peril to jump across, and plummeted to the planet below.
The Highland Martian player lost the fight for Princess Abra of Kadabra to the Norwegian troops on the Gungnir, but he flew away from the Viking with D'Ey. The Suitor's player, wanting to rescue her, asked if he could run and jump from the Hullcutter to the skiff with two who had enough movement to get there. I invoked the Rule of Cool to ignore the fact that you should stop running as soon as you hit a perilous area, and allowed it.
He quite promptly failed his peril checks with not one, but BOTH of the suitors, thus plunging 3 of his 4 characters to their deaths...
The last of them tried to shoot the flying Martian, but rolled no successes, and the Martian responded by throwing a rock for 3, winning the fight clearly, seizing the initiative, and flying off the board with his prize. I just hope she likes big men...
I think I will be forced to run a rescue mission for the Princess next year...