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Sharkey1337

Cooperative Variant Rules for All Scenarios

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Enjoy the cooperative "New California" scenario and wish the rest of the game was cooperative? Follow these rules to adapt every scenario!

Setup

1. Choose a scenario, set up as described on the card.
2. As a team, pick your faction to support. This faction is now referred to as the "survivor faction". Exception: New California
3. Players do not draw agenda cards; influence is not used to win the game. Additionally, all of the agenda cards are used to create the agenda deck for this scenario, regardless of player count.
4. Optional Difficulty Scaling: Finding your experience too easy? Try this scaling variant to increase opposing faction activations by removing your faction’s activating cards from the agenda deck. Refer to the bottom of the card symbols, not top.

•  1 Player: Remove the 4-player survivor-faction agenda card from the agenda deck.
• 2 Players: Remove the 4- and 3-player survivor-faction agenda cards from the agenda deck.
• 3 Players: Remove the 4-, 3-, and 2-player survivor-faction agenda cards from the agenda deck.
• 4 Players: Remove all survivor-faction agenda cards from the agenda deck.

5. Players place their character figures on any space of the Crossroads tile. Players can share the same space as others.

General Rules

1. Victory: Your faction token reaches the final space of the power track. 
2. Loss: The opposing faction token reaches the final space of the power track.
3. Killed: If killed, advance the opposing faction token by 1 space.
4. End of the Round: Advance only the opposing faction token by 1 space when the final agenda card is drawn.
5. Agendas: When a survivor would gain an agenda card, do not draw an agenda card. Instead, move the opposing faction back by 1 space. 
6. Survivor-Faction Activations: If any survivor-faction tokens would activate via an agenda card, follow these rules. Exception: Far Harbor (refer to scenario card only)

• Move the token toward the nearest opposing faction token on the map.
• If a faction token is able to attack an opposing faction token, a fight ensues between them.
• A faction token’s attack value is equal to its level. Increase by 1 if it has a ranged ability and its opponent token doesn’t. Increase by 1 if it has the radioactive ability.
• A faction token’s defense value is equal to its level. Increase by 1 if it has an armor ability.
• If a faction token’s attack meets or exceeds its opponent token’s defense, the opposing token is defeated and removed from the board.
• If both tokens would be defeated, remove only the token that wasn’t activated by the drawn agenda card.
• If neither token would be defeated, remove both tokens from the board.
• At the end of the survivor-faction’s activation, place one survivor-faction token on its HQ space (refer to scenario variants below for HQ locations).

7. Opposing Faction Activations: Opposing faction tokens will move toward the nearest survivor or survivor-faction token, with survivors taking priority in a tie decision. After this enemy type activates, advance the opposing faction’s power token 1 space. Then, place an opposing faction token on its faction’s HQ space if possible (refer to scenario variants below for HQ locations). Exceptions:

• New California: Follow the scenario card’s written rules instead.
• Far Harbor: Only advance the opposing faction’s power token 1 space after activation, follow the additional scenario card’s rules regarding the factions. 

Scenario Variants

1. Rise of the Master
a. Star HQ: Lost Hills Bunker
b. Shield HQ: The Cathedral
c.  Shield Faction: For quest #170, only the Shield token closest to The Hub will move toward it, the rest will move toward Star tokens. In addition, a survivor can escort the token, treating spaces as difficult terrain when moving with it.

2. New California
a. Follow the scenario card’s written rules, but follow General Rule #5 as described above regarding Agendas.
b. 1-Player Easier Variant: decrease the X-value of the power track by 1
i. X=1
ii. X=2
iii. X=3

3. The Capital Wasteland
a. Star HQ: The Tower
b. Shield HQ: Project Purity

4. The Pitt
a. Star HQ: The Mill
b. Shield HQ: Haven

5. The Commonwealth
a. Star HQ: The Railroad
b. Shield HQ: C.I.T. Ruins

6. Far Harbor
a. Follow the scenario card’s written rules, but advance the opposing faction’s power token 1 space after its activation card is drawn. When the agenda deck is exhausted, advance only the opposing faction’s power token 1 space.

 

Thoughts?

Edited by Sharkey1337

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