Each player assembles a three model warband of 150 points. One such model may be a personality costing no more than 75 points. The board should be a maze of forested terrain with as much rubble and the like as one wants. There will be 1.5 markers per the number of players (round up) that are randomly placed within 3 long of the center of the game board. These markers will serve as the approximate location of the Velikimrav nests.When a model ends its movement on a marker, roll two dice (scatter and D6) near the marker. Scatter dice determines the direction of the real nest and the other one determines the measuring sticks used for distance. Distance die: 1-2: two shorts; 3-4: two medium; 5-6: two long. After the exact location of the nest has been determined, place a nest along with 3 Giant Ants (or any creature available). The ants will follow the following rules for activation after all players have had a turn. No number of failures will end the ant's turn.
Victory condition: pick up more than 50% of eggs and leave table by starting age. If no warband manages to achieve this, victory belongs to Velikimravs.
Warband 1: Humans
Wizard (54), Q3, C2, Greedy, Magic user, Sharpshooter
Hunter (80), Q3, C4, Dashing, Long move, Shooter: long
War dog (15), Q4, C2, Animal, Savage
Warband 2: Ratmen
Shaman (50), Q3, C2, Magic user
Giant Slayer (82), Q2, C3, Barsek, Giant slayer, Combat master
Giant rat (15), Q4, C2, Animal, Savage
Ratmen go first. Slayer and Shaman move to the possible nest location, nest is 2 shorts away.
Giant rat tries to move with 3 dices, fails 2, so moves just 1 medium.
Time for humans. Hunter reaches the possible nest location, nest moves 2 medium. Wizard tries to move with 3 dices, fails 2, so moves just 1 medium.
Velikimravs do not move.
Ratmen Shaman fails 2 dices, so ratmen turn ends.
Humans: Wizard moves 2 medium. Hunter moves within long distance from velikimravs and shoots at the nearest one. 9:4 for hunter, one velikimrav is dead. Wardog moves 2 medium.
Shaman moves one medium and casts a spell. One velikimrav fails to resist and it is transfixed. Slayer approaches, attacks transfixed monster and scores gruesome kill. Morale check for remaining two: one passes with 3 dices, but other fails 2 dices and runs off the table edge. Rat moves 2 mediums.
Humans: Wizard casts attacking spell on one velikimrav, but gets bad dice roll – miss. Hunter attacks another velikimrav but gets even result 7 to 7. Dog approaches monster that is threatening wizard.
One near the ratmen warband rolls one succes and approaches giant rat.
One adjusent to the dog fails both rolls.
One adjustent to the hunter scores power attack and hunter falls. He is poisoned and becomes Q4.
Slayer approaches to velikimrav and attacks. Velikimrav falls.
Shaman approaches the egg, but can not take it yet.
Rat scores power attack on fallen velikimrav ang wins 6:4. Velikimrav is dead.
Wizard transfix monster near the dog.
Hunter stands up and attacks velikimrav, which falls.
Dog scores power attack on transfixed velikimrav but rolls 1 on monsters 3 to total score of 5:5.
One near the dog scores 2 of 2 to break transfix.
One near hunter scores 1 of 2 and stands up.
Shaman passes 3 dices, takes an egg and moves 1 medium.
Ratmen decided that the egg human warband is after is easier gain then the undescovered one, so the Slayer goes in that direction. Rat fails all 3 dices.
Wizard casts transfix, but velikimrav resists!
Hunter scores 1 succes and attacks, velikimrav recoils.
One monster approaches the hunter, another scores power attack on dog and scores gruesome kill.
Moral check for human warband: Wizard fails one dice and runs 1 medium towards the table edge. Hunter, being poison and seeing his favorite dog dies, decides to call it for a day, fails 3 dices and runs away. This calls for another morale check, since more than 50% of human warband is lost. Wizard fails 2 dices and runs off the table.
Shaman gets closer, Slayer approaches to closest monster and uses power attack to kill it.
Giant rat rolls one succes and moves 1 medium.
One remaining velikimrav activates with one dice and approaches to Slayer.
Shaman transfixes veliki mrav, Slayer makes a kill. Rat moves toward starting table edge.
Turns 8 to 10:
Slayer picks up the egg, and all models move toward starting table edge. Clear victory for ratmen warband!