New Ways to Play - The Duel!
Many of you have seen our cute little gaming table we use at conventions for quick demo games, representing the armoury and training room of Negroli in the shattered city of Moonreach. The wooden floor, broken walls and rubble are offset by the sumptuous banners and a well stocked wine table (because they are Nobles, not barbarians).
One of the questions we regularly get at events is “Is that a different game?” because it looks completely different to a 3’x 3’ table covered in D4’s. Well guess what? Now it is (sort of)! Prepare yourself for Tauberian Duelling! En Garde!
‘The Duel’ is a new scenario designed to be played with just two Moonstone characters. Now, before you choose your fighter, be aware that unlike the rest of Moonstone, this scenario is NOT balanced for all characters in the game. A Giant or Troll going full tilt at Baron Von Fancyhat is fair game, but Firespitter would be hard pressed to defeat even a lowly Fae! Choose your character wisely, I know who my favourite is so far (it’s a Gnome btw), but there are options out there I haven’t even tried yet!
Formal Duelling has become somewhat of a spectator sport in recent years, with duellists from across Tauber meeting in inns, training grounds and even purpose built buildings to take part. The ‘Kaufman Duelling Arena’ in Sunrise City is the largest, hosting up to a thousand people.
Some fight for honour, others fame and glory, some need the purse of gold crowns given to the winner, and some just enjoy stabbing people. Regardless of their motive, the duellists adhere to a strict code of honour (mostly), with impartial, dedicated referees watching each match closely in return for a cut of the winnings. Goblins from the Tax Office have proved surprisingly good referees, as it combines two of their favourite things - paperwork and bossing people about.
Scenario: The Duel (2 Player Only)
Turns: 5
Troupe Size: 1
Setting Up: Mark out a duelling piste 12” long and 3” wide on a board slightly larger than that (or on a massive one, up to you really). Draw a line across the Piste 2” from each thin end - each player deploys their character touching these lines.
Roll for initiative as normal each turn, ignoring early bird/initiative bonuses not printed on a character’s card.
Special Rules: Models cannot leave the board by moving off a table edge (no-one is that much of a coward!), though they may step outside the piste itself, which isn’t a great idea as you’ll see.
No moonstones are required in this game, instead victory points are scored for achieving the below objectives. Each scores 1VP and each stacks with each other, so can be scored multiple times each game.
A ‘Touch’ is scored: You successfully cause Wounds to your opponent with a Melee attack.
A ‘Grand Toucher’ is scored: You successfully cause MORE than 3 Wounds to your opponent with a single Melee attack (including counter-attacks).
A ‘Touche la Mort’ is scored: You successfully reduce your opponent to 0 Wounds with a Melee Attack.
You force your opponent into a ‘Sortie’: When at the end of any action taken by either character your opponent’s base is entirely outside the Piste. Place both characters back on their starting lines after a Sortie is scored.
If a character is reduced to 0 Wounds they are not slain, instead the turn ends immediately. Both characters are placed back on their starting lines in the next replenish step, on full health and energy.
It is entirely possible for both characters to score points during a melee attack, and up to 4 points can be scored each in any single attack.
The game ends when a character has 15VP, or at the end of turn 5, in either case the player with the most VP is the victor. Draws are of course possible, and some less reputable nobles even encourage them as they result in both parties saving honour.
Tactical Notes
Now, As you can see this scenario is going to be decided with a good old fashioned stabbin’ (clubbing, slicing or kicking are also acceptable). But don’t think that just because you don’t score points for arcane actions they aren’t useful - being able to Fizzle-Pop your opponent into a ‘Sortie’, or wounding them so badly with a pistol shot your next attack causes a ‘Touche la Mort’ can make the difference between a winning turn and a losing one, let alone bringing in Psychopomp reinforcements or giving your opponent Weakling!
Tauberian referees are used to all kind of shady business, and as long as it draws a crowd are happy to see any and all dirty plays, so all of the actions that would usually be available in a game of Moonstone are absolutely usable on the Piste! If another model is brought into play (looking at you Boris) only melee attacks between the initial models can score Victory Points, (so no getting the Jackalope to do all the hard work).
Well there you are! Another way to play Moonstone, and this one can be over in as little as 20 minutes! Hope you enjoy this quick scenario, and remember there are tons of other story scenarios in our rulebooks!
See you across the Piste,
Mick