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Lesser Maps & Scenarios


Ridge Road

Requires: 1 master set, 1 road set, some extra hexes from boosters

2 players. 400 point armies. 8 rounds. Setup on back 2 rows of your end of the map.

Special rules: when landing on the island at the bottom of the river, both runes take effect simultaneously (massive curse, glyph of sutra).

Theory: Ranged troops tend to take the high route, while hand-to-hand units take the low route in order to benefit from the road's movement bonus. The two groups tend to become segregated, so fliers are helpful as reserves (run in on the road, then fly over to the ridge to attack the enemy ranged units on their own level).


Lava Flow

Requires: 1 master set, 1 road set, 2 lava sets

2 players, 600 point armies, 12 rounds. Setup on gray regions at opposite corners.

Special Rules: If you land on a rune on molten lava, trigger the rune before rolling for death.

Theory: Since the bridge is a bottleneck, running across the lava fields is important. The high ground is all out-of-the-way so only long ranged units can make effective use of it.


Flooded Ruins

Requires: 1 master set, 1 road set, some extra tiles from boosters, fluffy white cat

2 players, 400 point armies, 12 rounds. Setup on back 2 rows of each end.

Special Rules: none

Theory: The road is tempting but almost useless since it is easy to blockade with only a single unit. Since the startup zones are so close to the high ground, losing it can be catastrophic. However, note that a unit moving 7 spaces can take the movement glyph on the first turn, immediately boosting you for the rest of the round.


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