Sample Scenario

In addition to providing a gaming system which allows players to play any toy/ model/ miniature/ object they wish to use, Toy Box Wars also provides its players a number of exciting and unique scenarios. One of those scenarios is listed below as a sample to give you an idea of the exciting adventures which await players of Toy Box Wars!

Flora/Fauna Bounty

Scenario:   Two armies are hunting a group of hostile creatures who are residing in the area. Each force was enacting an encircling maneuver when their forces collided. Now the hunt, and the fight, is on. 

Number of Teams: Two 

Setup:  Each player takes turns placing one piece of terrain. Before picking a table edge each player then takes turns placing two spawning zones.  Each zone is represented by a piece of indestructible terrain which must be placed outside an army deployment zone and 1/4 the table width from another spawning zone.

Scenario length: 7 turns 

Game play: This scenario automatically uses the “Hostile Flora/Fauna” complication.  

After both players have activated all their game pieces extra turn roll a D6 for each of the numbered table sections depending on the playing surface type and an additional D6 for each spawning zone.

  On a 6 a unit of hostile flora/fauna appears, place one or more game pieces representing them on the center of that table edge or close to the spawning zone, at least 3 BDD (one full infantry movement) away from another game piece.

All of the hostile flora/fauna move toward the nearest game piece to them during their move action and will attempt to attack it during their tactical action. If no playing piece is within range of attacks possessed by the hostile flora/fauna, they will move toward the nearest game piece using a second move action.  The hostile flora/fauna will attempt to kill the game piece they are currently attacking until that game piece is destroyed. They will then attempt to attack the next nearest game piece, moving towards it if it is outside of attack range.  

Design of hostile flora/fauna: A unit of hostile flora/fauna should cost roughly 1/10 of the cost of each player’s army. If two players are playing a game with 500 point armies, each unit of hostile flora/fauna should cost roughly 50 points. It is acceptable to combine hostile flora/fauna into units so that the unit cost is roughly 1/10 of each player’s army. They should be the size of the smallest base unit used in the game, which is usually size category 1. Zombies and giant insects are two classic examples of hostile flora/fauna, but they are far from the only ones that will work.

Victory Conditions:  Each time a flora/fauna is killed it leaves behind its body in the form of a critical item.

A critical item is an object critical to the scenario being played. Unlike a piece of critical terrain, it can be picked up and moved about. 

In order to take possession of a critical item a game piece needs to come to within its defining distance (longest dimension) of the critical item. It then must expend a tactical action to pick up the item. The game piece is now in possession of it.  

A game piece in possession of the critical item can also spend a tactical action to drop it and drops the critical item automatically if it is destroyed. Place a counter on the playing surface to represent the dropped critical item.  Any other game piece within its defining distance of the dropped critical item can pick it up by spending a tactical action. 

Note: The Critical item may not be removed off the playing surface by units with an ability which would remove the game piece from the playing surface. Only game pieces the player owns can take possession of critical items.

  The team whose game pieces are in possession of the most critical items at the end of the game is the winner.  If there is a tie in the highest number of critical items both teams have, then the game is a tie.