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While investigating the presence of a new mutant, the X-men arrive at the island of Krakoa and are captured! Cyclops escapes but cannot remember any details. With Angel, Havok, Iceman, Marvel Girl, and Polaris still left on the island, Professor X forms a new team of X-Men to free his students from the island. Can you save them in time?
PLAYERS / POINTS / ACTIONS
•1 Player! This is a solo adventure!
•600 points, 4 actions per turn.
•Alternate rules: 1000 points, 6 actions per turn
CARDS
•No BFCs allowed, no FEATS allowed.
MAP
This scenario can be played on any outdoor map.
PLAYER 1 (X-MEN)
Your team can only have characters that have the following keywords: X-Club, X-Force, X-Men, New Mutants. You can not have the following characters on your team: Angel, Havok, Iceman, Marvel Girl, or Polaris.
CAPTURED MUTANTS:
At the beginning of the game place 5 figures on the opposite side starting area. These should be X-Men/Mutants of some kind. For flavor, we recommend Angel, Havok, Iceman, Marvel Girl, and Polaris. These characters are "captured" and cannot be given an actions and are immune to all powers, effects, and damage.
To free a captive, give one of your adjacent characters a power action and select one adjacent captive of your choice (this does not cause pushing damage). Once freed, the freed captive automatically becomes a member of your force.
THE LIVING ISLAND
At the end of your turn roll 2d6, and consult the chart below:
[2] Place a RED Krakoa Bystander on the board.
[3] Rain of Thorns! Each character is dealt 1 damage!
[4-6] Place a YELLOW Krakoa Bystander on the board.
[7] Nothing happens. (see optional rule below)
[8-10] Place a BLUE Krakoa Bystander on the board.
[11] Rain of Lava! Deal 1 unavoidable damage to each character!
[12] Place a RED Krakoa Bystander on the board.
(note: this scenario can be played by 2 players. If so, the second player will roll the dice instead of player 1, and he/she will take control of Krakoa Bystanders during Krakoa's turn)
•Krakoa Bystanders must be placed next to the character with the highest point value. If that character already has a Krakoa Bystander adjacent to it, then place the Krokoa Bystander adjacent to the next-highest point value character instead (and continue down the chain). If all characters on the board have a Krakoa Bystander adjacent to it, then do not place a Krakoa Bystander on the board this turn.
•On Krakoa's turn, every Krakoa Bystander will attempt to make an attack against the closest character, even if it causes push damage (i.e. it loses it's Indomitable ability). The Krakoa "player" gets an unlimited number of Action Tokens on it's turn.
OPTIONAL
The following optional rules are available, to give you more of a challenge!
•More Yellow: When a 4-6 is rolled, add TWO yellow Krakoa Bystanders rather than one!
•Death Flower Spores: When a "7" is rolled, the following happens: Krokoa makes an Incapacitate attack against every character on the map that automatically hits!
•My Mutants!: Roll 2d6 and consult the chart immediately after any captured mutant is freed (rerolling any result of "7").
CLARIFICATIONS
All Krakoa Bystanders have the Sharpshooter and Indomitable abilities.
•Yellow Krakoa (rookie): Stealth, Psychic Blast, Super Senses, and Shape Change; will attempt to use Psychic Blast each turn.
•Blue Krakoa (experienced): Plasticity, Poison, Super Senses, and Exploit Weakness; will attempt to use Poison and Exploit Weakness each turn
•Red Krakoa (veteran): Flurry, Blades/Claws/Fangs (B/C/F), Impervious, Shape Change; Will attempt to use both Flurry and B/C/F each turn. Yes, these two powers can be used together!
DUH, WINNING
Freeing all the captives and bringing them to your starting area ends the game. Points are distributed as follows:
-Free a captive: +10 points
-Freed captive is returned to starting area: +10 points
-Freed captive is KO'ed: -5 points
Since there are five captives, a perfect score will be 100 points. Can you score at least 60?