Hi Folks,
The text below outlines a deck of campaign cards I've created for my beloved Chaos in Carpathia. The new Gypsy player is quite taken with the game and is almost finished painting his Nosferatu warband. Hopefully we'll get a chance to try these out in the coming week. The deck is made up of four different Feat cards (two each of STRENGTH, AGILITY, MIND, and RESOLVE) and eight other cards for a total of 16 cards. These cards will help add a little random flavour to the game and, combined with the recently-revised and play-tested objective cards, will make our games strategic and characterful.
EXPLANATION CARD
Before table sides are chosen draw one Campaign Card. Cards may either be played as Events or as Campaign Points (CP for short).
If played as an Event, simply follow the text on the card and discard. If the card has been held for the entire game, earn one bonus CP if you won the game. If you are leading, apply the following cumulative advantages every game.
1 CP Draw the first Campaign Card, choose table edge and deploy second
2 CP Draw two campaign cards and keep one
3 CP After all deployment is complete, redeploy one of your character models
4+ CP Randomly choose and read one of your opponent’s objective cards after deployment is finished
Earn 1 CP per victory (or 2 CP if you hold an unplayed Campaign Card). The first player to reach 10 CPs OR to gain a 6 CP advantage over their opponent(s) wins the campaign.
FEAT: STRENGTH
Although the obstacle before you seems insurmountable, determination and luck combine to overcome that which stands in your way.
Play this card instead of rolling dice to automatically accomplish one of the following actions:
(a) Force a locked door or window without using a special action
(b) Gain a maximum result on the Sarcophagus search table
(c) Jump over an obstacle
(d) Force an opponent to re-roll a DR test
(e) Complete any other STRENGTH-based action that seems reasonable to you and your opponent
FEAT: MIND
You manage to block out all of the distractions around you and concentrate your senses on the surrounding area. There it was, in front of you all along!
Play this card instead of rolling dice to automatically accomplish one of the following actions:
(a) Find a clue
(b) Spot a hidden character
(c) Charge an out-of-sight character
(d) Find a secret entrance
(e) Complete any other MIND-based action that seems reasonable to you and your opponent
FEAT: RESOLVE
As you stumble to the ground, bested by your enemy, you refuse to accept defeat. Invigorated by a new sense of purpose, you rise shakily to your feet. Your shocked enemy stares in amazement at your new found strength.
Play this card when one of your characters is about to make a KO check. Instead of making the KO check, make a RESOLVE + IRON WILL check. Regain 1 VITALITY (up to your maximum) for every two successes rolled. FATE may be used to bolster this roll.
If you roll less than two successes, the character suffers a Coup De Grace and is removed from the table immediately.
FEAT: AGILITY
In a moment when it counts, your base animal-like instincts take over. You scrape your way out of a very close situation through speed and reflexes.
Play this card instead of rolling dice to automatically accomplish one of the following actions:
(a) Dodge a ranged attack
(b) Cancel an opponent's successful spotting test against one of your hidden characters
(c) Leave close combat without suffering a free attack from your enemy or enemies
(d) Gain a maximum result on the Chest search table
(e) Complete any other AGILITY-based action that seems reasonable to you and your opponent
THE SECRET PASSAGE
As you pass your hands across the rough stone wall you pause – this one feels different. You push and a panel slides open revealing a chamber beyond.
Play this card at any point during one of your character's movement phases. Treat any solid wall as an open entrance way. Once through, the panel closes and cannot be reopened again.
Note: If charging an enemy on the other side a successful spotting roll must still be made.
THE HAUNTING
The spirits of the dead are restless and, tonight, they haunt those who disturb them.
Play this card at the beginning of a new turn before initiative has been determined. Select an enemy character (not the leader, not an Animal, not a character with True Faith) and place a spirit marker next to it. The character is now haunted.
A haunted character is at -1 STRENGTH, AGILILTY, MIND, RESOLVE, DAMAGE RESISTENCE, and FATE and may not charge into or willingly engage in close combat. At the beginning of each activation a haunted character must try to pass a TN:3 RESOLVE + IRON WILL check. Until he does, the spirit remains with him
The only other way to banish a spirit is for a friendly character with the True Faith ability within 8” to pass a TN:2 RESOLVE + IRON WILL check as a special action.
THE EARLY DAWN
As you get close to completing your mission, you press your advantage and take your enemy by surprise. It's over before it begins.
Play this card to stop a game immediately after you've earned your 4th victory point OR to stop a game at the end of turn five without rolling randomly for turn six.
THE RUSE
Your enemy screams toward the heavens in frustration. He has played into your hands and his realization has come too late.
Hold this card until the game has ended. If you win this game, gain 2 bonus CP instead of 1 bonus CP (For a total of 3 CP)
THE WOLF
On the outskirts of settlements and along the lonely stretches of road, wolves skulk in the shadows waiting patiently for stragglers.
Play this card at the beginning of a new turn before anyone has activated. A wolf charges from the right or left table edge into the closest model, friend or enemy, ignoring Werewolf Pack Leaders and Master Vampires. It will never attack either of these models unless they attack the wolf first.
Str:3 Agl:3 Mind:1 Res:2 Mv:8 Dr:4 Fate:0 Vit:2
Abilities: combat attack x1, combat evade x1, bite (DN:4), sharp senses x3
The turn after the creature appears roll a D6. On a roll of 6 the creature flees back to the wild. Add 1 to the roll each turn thereafter. If it is not engaged at the start of a turn it will immediately charge the closest model, friend or enemy. If there are hidden enemies in range, make a spotting roll to detect them. If there are no enemies in range or successfully detected, charge in a random direction. Remove the model if it charges the table edge. Stygian Darkness has no effect on the Wolf.
THE FOG
A thick fog rises from the ground and tricks the eye. Was that an enemy or a figment of the imagination?
Play this card at the beginning of a new turn before initiative has been determined. Place a round template (5-inch diameter) anywhere on the table not touching a miniature. This represents a bank of fog spreading across the battlefield. A model may not be targeted by ranged or special attacks if the attacker's line of sight passes through the template. A spotting test must be made to charge an enemy on the other side of the template.
The beginning of the turn after the fog appears roll a D6. On a roll of 6 the fog dissipates. Add 1 to this roll each turn thereafter. If the fog doesn't dissipate, move the template D6 inches in a random direction.
THE FORTUNE TELLER
The old hag looks up from the bones on the ground and sputters a cryptic forewarning through her toothless gums. Although filled with dread, you have some insight into your enemy's intentions.
Play this card immediately after your opponent plays a Campaign Card as an Event. The Event is canceled and both yours and your opponent's cards are discarded.
THE APOSTATE
A member of the enemy warband has his own agenda. Although not your ally, his muddled loyalties may indirectly help your cause.
Play this card after the other player announces a character's activation but before the model acts or moves. The enemy character must spend two FATE before continuing his activation or forfeit his activation for this turn. You may NOT target the enemy leader with this card.
Note: Human warbands fighting Monsters may NOT use FATE from the common pool to counter this card. As a traitor or a lone wolf, the fate of the group will not bring the misguided character back from the path he has chosen.