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Fortune and Glory: The Cliffhanger Game» Forums » Variants

Subject: Villain Plots rss

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simon cogan
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Ever wonder what a Vile Organisation does besides collect ancient artefacts? They must have other plans for world domination or gaining power, right?

This is a way of implementing it easily into the Co-op game.

A new card 'Evil Plot' is put into the Villain Event deck. It needs a few copies - like 'Vile Tactics' - but less frequent - say 1 in 10 cards perhaps?

Once you draw one of these cards, you roll 1D6 on a chart for the Vile Organisation in the game. This will then give a brief scenario that the Heroes must stop or the Villain Track will move forward by a (probably large) amount. Or perhaps even if not stopped, the Vile Organisation wins (gasp!)

For example - a roll on the Nazi chart might reveal that they are trying to invent a new superweapon (they always are). Unless the Heroes can infiltrate a Secret Nazi base (using normal rules) and also do a CUNNING 6(XX) (Tech) Test in 4 turns, the Villain Track moves forward 4 places.

We could include kidnap of renowned scientists or politicians by the Mob, etc etc.

1 new card and a simple D6 chart for each Organisation is a simple way of introducing these pulp era staples and some more variety to the game.

What do people think?

(I hope people are enjoying my card uploads too...?)
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David Bate
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I think that would be a nice addition. Three types of vile organisation cards, one for each of the three vile organisations would be the way to go, so that a good proportion of the plots are specific to that organisation, with a few generic plots thrown in.
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simon cogan
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wrrlykam wrote:
I think that would be a nice addition. Three types of vile organisation cards, one for each of the three vile organisations would be the way to go, so that a good proportion of the plots are specific to that organisation, with a few generic plots thrown in.


Yes, absolutely.

The D6 chart for each Vile Organization would be specific to that organization - although there would be a few that were more generic - such as kidnaps!

The Tong could be doing some opium drug smuggling or white slavery for example...

Now I just need to come up with some plots - time for some pulp reading...
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Daniel U. Thibault
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Looking forward to these nice additions!
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simon cogan
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Been a while, but I've finally got around to these.

This is what I mean - this is the Deadly Plot Chart for the Tong:

TONG PLOT CHART
D6 Roll Result
1-2 Opium Trade

The Tong have increased their opium production!

If there are less than3 Opium Dens on the board, add more Opium Dens until there are 3 on the board. If there are already 3 or more Opium Dens on the board, add another Opium Den.

Add a Tong Assassin to every Opium Den (unless one is already present).

3-4 White Slavery

The Tong have stolen brides in the night..!

At the start of each Outpost Phase, roll a D6 for each female ALLY and (non-Villain) Character. If the roll is 5+, place them next to the Villains. These have been captured and held at the Mountain Fortress.

If a Vile Tactics is drawn, a random captive is killed – advance the Villain Track 1 step forward (or equal to the Character’s Kidnap value if higher).

You may Rescue the captives if you destroy the Mountain Fortress (instead of any other bonus).

5-6 Deadly Virus

Doctor Syn has made a deadly virus to control the world!

Immediately place Doctor Syn in the Mountain Fortress. Each Villain Adventure Phase make a Search roll for Syn at the Mountain Fortress (he does not leave). A roll of ‘1’ does not give a Wound in this case however. When Syn has a total of 10 successes then he has completed the virus and the Heroes have lost the game.

To stop Doctor Syn, a Hero must Attack the Mountain Fortress as normal, and, of course, must Sneak past Syn between Dangers. After all Dangers are overcome a Hero must make a CUNNING 5+ (XXX) Tech Test. If this is completed, the virus is destroyed and the Tong has been Defeated! If the Test is failed, the Hero has been Captured by the Tong.


Comments and thoughts welcome as I work on the others - including the Order of the Crimson Hand!
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simon cogan
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The NAZI Plots...

NAZI PLOT CHART
D6 Roll Result

1-2 Nazi Rocket Troops

Nazi Rocketeers are dominating the skies!

All Nazi Solider figures on the board are now Nazi Rocketeers:
Fight Dice 5 Wounds 4 Defence 2 Escape: AGILITY 6+(XX) GLORY 7

For every 3 Nazi Rocketeers on the board that are adjacent to any City, move the Villain Track 1 space forward during the Outpost Step.

To return the Nazi Soldier figures to normal,, a Hero must Sneak aboard the Zeppelin (any failed rolls meaning you have to Fight Nazi Rocketeers) and choose this an a reward rather than stealing any Fortune.

3-4 Stolen Plans

The Nazis have stolen plans for prototype weaponry

Place a new Nazi Secret Base and Nazi Soldier at a Random Location.

Until that Secret Base is destroyed, all Nazi Enemies and Villains have +2 Fight Dice. If the Secret Base is destroyed, you may not take any other reward but Nazi Fight Dice returns to normal.

5-6 Nazi Occult Ritual

The Nazis have been collecting artefacts for a ritual...

If the Nazis have 3 Artefacts in their possession then at the start of the next Outpost Step, place a new Nazi Secret Base and a Nazi Soldier figure at a Random Location on the board. All Nazi Villains are also placed here.

Each Villain Adventure Phase make a Search roll for the Nazi Villain with the highest Search Dice –adding an extra Dice for each additional Villain. When they have 10 successes then the Nazis have won the game.
To stop the Nazis, a Hero must Attack the Secret Base and must Sneak past a Random Villain between Dangers. The Heroes have won the game.
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