Round 3 battles:
Smash and grab Both sides have located information caches that may lead to the critical breakthrough in finding the lost technology of the ancients. The material cannot be moved for a variety of reasons (carved into the walls of buildings, attached to a cellar sized super computer, fragile tablets half buried in the ground, etc.) and so must be studied in place. Set-up: Roll off to determine who chooses to either go first/set up first, or pick table edge. Place four tokens on the table to represent caches with information leading to the temple of the ancients. Divide the table into quarters, center each objective, then use 2d6 and the scatter die to find their final placement. Each player may deploy their forces at any point along their table edge, but no more than 12” into the table. Victory Points: At the end of each full turn, each cache is worth a victory point to the side that holds it. To hold a cache, you must have the only scoring unit within 3” of the marker. |