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TheAgencyStar :: View topic - Winter 2015 - Miniatures Session
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Winter 2015 - Miniatures Session

 
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Trigger
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Joined: Mar 12, 2008
Posts: 1715
Location: Blaine, Minnesota

PostPosted: Mon Dec 01, 2014 11:39 am    Post subject: Winter 2015 - Miniatures Session Reply with quote

This Just In! Here are the miniature games we will be playing in the winter 2015 quarter.

Pirates
Dungeon Crawl
Super Heroes Showdown
Battletech
Axis & Allies
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Trigger
Agency Admin
Agency Admin


Joined: Mar 12, 2008
Posts: 1715
Location: Blaine, Minnesota

PostPosted: Tue Dec 09, 2014 9:08 am    Post subject: Reply with quote

Pirate Captain

For everyone that will be attending the Miniature Gaming session on December 13th, we will be playing Pirates CSG Miniatures. Here is a description and rules of what we will be doing so you can get a jump on creating your fleet.

______________________________________

Smugglers Cove

"Quiet, don’t make a sound or we be shot from those there long guns.” Sometimes being smaller matters as you captain your ship in hopes of smuggling your goods past the islands defenses

Requirements
Fleet Point Value – 20 Points
Ships – 1 Ship ONLY
Ship Size – 1 Masts ONLY
Crew – Any
Islands - 6 home Islands & 1 Smugglers Cove Island
Treasure - I will supply normal coins to represent your cargo
Unique Treasure – None
Equipment - None
Terrain – I will supply all forts

Special Fort Rules – Forts will be placed around Smugglers Cove and are unaffected by all abilities of crew and/or ships. Forts will all be the same as far as the number of cannons, type of cannons and range of cannons so nationality and special abilities will not be included. All Fort cannons will make a Shoot action after each player turn on all ships that they have in range. Since all ships will be making their smuggling runs at night, all fort cannons that have range to any ship must roll a d6 per cannon to see if that cannon notices the smuggling ship. On a roll of 5-6, the ship is spotted by that cannon and takes part in the Shooting action as normal which can hit or miss per the normal rules. On a roll of 1-4, that cannon does not notice the smuggling ship and may not fire during the Shooting action. Fort Cannons may be eliminated and do not re-spawn.

Special Cargo Rules - Each player will have a set number of cargo (gold coins) and the value of each cargo on their home island. Each smuggling ship can carry only one cargo (gold coin) at any time and DOES take up one cargo space as normal. Each player will have to decide which cargo to take and in what order. No cargo may be stolen from other player’s home islands. You must dock at Smugglers Cove to freely unload your cargo before going back to your home island to resupply. All cargo unloaded on Smugglers cove will be set aside face down in individual piles. A ship starting from his home island with NO CARGO may dock at Smugglers Cove and freely steal one cargo from another player’s cargo pile without looking at the face value, and place it in his cargo pile face down WITHOUT LOOKING. The ship must leave Smugglers Cove and dock at his home island again before attempting to steal another cargo. Ships will re-spawn on their next turn at their home island with their crew and may take an action only after being sunk or scuttled. No towing other ships is allowed.

Winning Objective
The fleet with the most cargo value at the end is the winner.
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Trigger
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Agency Admin


Joined: Mar 12, 2008
Posts: 1715
Location: Blaine, Minnesota

PostPosted: Tue Jan 27, 2015 11:25 am    Post subject: Reply with quote

Pirate Captain

For everyone that will be attending the Miniature Gaming session on January 31st, we will be playing Pirates CSG Miniatures. Here is a description and rules of what we will be doing so you can get a jump on creating your fleet.

______________________________________

Calliope’s Call to Arms

Requirements
Fleet Point Value – N/A
Ships – 1 Ship ONLY
Ship Size – 10 Masts ONLY
Crew – Each ship will have a built in Helmsman and Captain ONLY!
Islands – Home and Wild islands
Treasure - Yes
Unique Treasure – None
Equipment - None
Terrain – Special
Special Ship Rules: Each ship will have a built in Captain and Helmsman only, no other crew of any kind are allowed.

Winning Objective
The junk with the most gold on his home island AND with the most number of masts remaining at the end is the winner.
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Trigger
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Joined: Mar 12, 2008
Posts: 1715
Location: Blaine, Minnesota

PostPosted: Tue Jan 27, 2015 11:29 am    Post subject: Reply with quote

An epic day of Axis & Allies



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Trigger
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Joined: Mar 12, 2008
Posts: 1715
Location: Blaine, Minnesota

PostPosted: Tue Feb 24, 2015 11:02 am    Post subject: Reply with quote

I have some NEW Mechs to try out this weekend!
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