I was originally proposing a 2 vs 2 format with an additional winning condition (“hidden agendas”) in a previous post:
In the meantime, we have playtested the proposed format and it became clear, that the 2 vs 2 format and the hidden agenda rules can be treated independently. So this post introduces revised rules for hidden agendas while a separate post will revise the 2 vs 2 format.
A nicely formatted version of the rules can be found here:
A PDF version is also available.
Comments are very welcome as usual.
Hidden Agendas
Hidden Agendas are additional, separate victory conditions that are meant to spice up Warcaster games by introducing restrictions.
Victory Conditions
Primary missions and hidden agendas can be won or lost individually. In order to be won, agendas must be kept secret until the game is over. A game can have the following outcomes:
mission won | mission lost | |
---|---|---|
agenda won | player dominates | player wins |
agenda lost | player wins | player looses |
Dominating is better than winning, which is better than loosing.
Selecting Agendas
When starting a game, each player randomly determines two agendas and chooses one of them: Roll a d3 for a random category and a d6 for a random agenda from that category.
You may additionally choose variations on the selection rules:
Variation: Random Agendas
Choosing this variation on how agendas are selected is optional. All players draw randomly chosen agendas instead of being able to choose one.
Variation: Several Agendas
Choosing this variation on how agendas are selected is optional. Instead of choosing only one agenda, players may choose as many agendas as they wish. The exact number is not revealed to the other players. The agenda victory condition is only considered won if none of the drawn agendas were lost. If several players win, the winning player with the most won agendas takes the win.
Hidden Agendas
-
Competing. Roll a d6 to select a random agenda:
- Amicicide: Be the first player to kill a friendly model.
- Avenger: Be the first player to kill an enemy hero.
- Collector: Be the first player to score a 3-point objective.
- Executioner: Be the first player to kill an undamaged enemy model with more than one health with a single attack.
- Scavenger: Be the first player to destroy an enemy warjack.
- Suicide: Be the first player with a dead hero solo.
-
Overdoing. Roll a d6 to select a random agenda:
- Furious: Have at least one model with the Arc Relay rule in your force. Deploy a model with the Arc Relay rule whenever possible. Play a Fury Cypher at every possible opportunity.
- Hothead: Deploy a hero solo at the beginning of the game. That hero must survive until the end of the game.
- Killer: Choose a hero solo. Kill five models with that hero. Among those at least one squad model, solo, and warjack.
- Overcautious: Always have at least one unit that counts towards the total number of units in your force (aka no Attachments and other extra units) in your reserves at any point during the whole game.
- Prepper: Use every possible opportunity (including Cypher cards) to allocate Arc to your models or void gates. Allocate to friendly models instead if all your models are full.
- Protector: Score the same objective on every opportunity.
-
Sabotaging. Roll a d6 to select a random agenda:
- Arconnoisseur: End every pulse round with at least one unit having at least two Geometrics, Harmonics or Overdrives on them.
- Egoist: Never play a non-Fury Cypher card on a friendly model.
- Porter: Destroy two void gates with 2 or more Arc each by clearing Arc from them in the same turn. Do not place a new gate that turn.
- Saboteur: Allocate Arc to a hero at every possible opportunity. Clear all Arc from a hero at every possible opportunity.
- Suicide: Have at least two models die from fall damage.
- Traitor: Roll blast damage on friendly models at least once every pulse round. Kill at least one friendly model with a blast damage roll in this game.