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Showing posts with the label Broken Contract scenarios

Three New Releases for April 2018

At AdeptiCon we debuted three new releases and they are available on the Breaker Press webstore now! Broken Contract The Day-to-Day Starter Box This Starter Box is a revised and reimagined version of last year's starter box. The box we brought out to the world through Kickstarter last year contained a lot of stuff, but in retrospect may have been a touch overwhelming to new players. The focus then was on creating a sandbox for players who wanted to create their own characters and crews, but it was too much stuff to make a smooth introduction. The Day-to-Day Starter Box seeks to resolve that by adding our Introductory Episode Book, The Day-to-Day and keeping the cards and models strictly to those on the sample crew rosters included in the book. The three scenarios are meant to guide the players through progressively more involved Acts, composing a mini-campaign called an Episode.  The Day-to-Day Starter Box is the perfect introduction to the miniature game, ...

New Act: Blowing Off Steam

This work day has really gone to #%$! (This is a great introductory scenario for learning the basic mechanics to the game. Check it out. -Nick) Act: Blowing Off Steam Staggering work quotas and bitter rivalries create tension. It can be felt on the work sites, at feeding times, and even in the barracks. Folks can find it hard to get along even when things are going well. Under the punishing stress of the FerrumSky Mines tempers flare regularly. Crew Goals: Inflict more Wounding Hits on your opponent’s Crew than they do on yours. Try not to let your enemies become Critical or Dead. Points: All players should agree to an equal point total and draw that many points off of their Crew Roster. A game with two 50 point Crews should take 45-60 min if neither side Sounds the Alarm to end the game prematurely. This Act may be played with more than two Crews, but it is recommended that the players reduce their crew sizes to 25 or 30 points to complete the game in the above mentione...

Game Designer's Notebook: Playing A Campaign Part 1

Sometimes you end up lying in the dirt. Last week, Hal and I started playing out our first Episode. In Broken Contract each individual game is called an Act, and three games are called an Episode. I feel like this sort of structure encourages campaign play by breaking it down into manageable bites. We started last week by creating crews and playing Act 1. Here are some thoughts on the design decisions that have gone into this process starting with what we did during Week 1. -Nick Anyone who's played any of the classic skirmish games knows, one of the greatest joys of skirmish gaming is creating your Crew (gang, team, or other cool "group" vernacular) and watching them evolve from game to game. One of the biggest frustrations though is seeing one player's Crew grow so rapidly that they dominate the campaign or league from day 1, and their spot never really gets challenged. Additionally, being wiped straight off the board isn't really much fun for either side...
Act: From Nothing This group of FerrumSky miners has been plotting their escape for months, watching and waiting for their moment. Tonight is that night. Gambling, distracted security officers and a malfunctioning drone have created a golden opportunity to slip out of their barracks chamber. The only hitch is, the crew has already returned their tools for the night and are completely unarmed. Without tools or weapons this break attempt can only be made through their abilities and determination. Breaker Goal: Get off the board with as much equipment as possible, with as many Characters as possible. Try not to let your enemies become Critical or Dead. Black Squadron Goal: Sound the Alarm and Restrain as many Breakers as possible. Try not to let your enemies become Critical or Dead. Points: Breakers and Black Squadron 50. The Breakers may spend no points on Equipment other than required Equipment like the Gen-Mod Apparatus. They are starting the episode with nothin...

Act: Escape Route

This is the first Act (scenario) designed for "matched play" games of Broken Contract. It's random set up is meant to make the Act endlessly replayable. Though Broken Contract was designed for narrative play, this scenario will allow for pick up games, or a great "mid episode" game as Characters move from Act 1 to Act 3 of an Episode of your own crafting. Give it a try and let us know what you think! -Nick  Escape Route The Mission: The Breakers have established one or more viable escape routes and are making a press toward their exit. Black Squadron Security or Loyalists must try to stop their attempt to break through. Set-Up: The Breakers know their viable exit points. Roll a D3 to find out how many exit points they may choose from. Next roll 3D3 to determine how many 8”x8” board tiles they may set down to determine their potential exit routes. The Breaker player sets down one tile as their start point and then continues to lay tiles until t...