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steal compass, head south

Author File Description
File Details
Ruleset: AoW2: TWT - TS Standard Rules
Map Size: M
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 8
# of players: 8
Skill Level: Advanced
Password Protected: No
Long ago, during the golden era of seafaring, nearly anyone with a large bin of gold bought a ship and travelled southeast to the Estra Carribean to colonize
the land and civilize the savages.
Most of these projects sunk in the sea, many of them succeeded, having formed the carribean as it looks today. But there is still stories about Horseshoe island and the conquistadors who travelled there to seek their fortune.
Horseshoe Island was discovered relatively late, as an island far off the other carribean islands. It happened that eight seafarers exactly at the same time, arrived upon the island and began the ruthless harvesting of the land.
But not only conquistadors and luckseekers travelled to horseshoe. There was a great interest from the schools of mages in the nature of the island and so powerful wizards travelled there to do research.

One day the letters and ships stopped coming from Horseshoe. And no one heard anything from the colonists again. It was deadly silent, fishing boats all avoid the coast of Horseshoe, but those who by mistake have ended up near the islands shores, say it's silent as the grave.

Late research, 400 years later, have brought Horseshoe island to the top topic of interest again. Someone have revealed information, and begun to set up an expedition. This has started a reaction among the top political factions of the world, all having their own interest in the Island.
Each player represent one of the new expeditions set out to find out about the disappearance of the colonists 400 years ago.
All wizards have large armies to start off with, troops that are to be taken good care of, since the factions start out with only an outpost.
Staying alive through the intial battles takes quite some strategy (and chickenshit play), and getting the "good" end is even more difficult.
There's three endings to the scenario and quite some tweaks to the scenario depending on what faction you're playing.
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