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(Always)

A Line in the Sand


You must mark out a border where your Crew holds influence.




(Doubles)

Distract
It was all a ruse!







M
Breakthrough
The Crew must push into enemy territory!





C
Assassinate
The opposing leader must die!





T
Protect Territory
This territory is yours. Hold it.






R
Bodyguard
The Crew must keep a valuable asset alive!






1
Cursed Object
Here, you hold it!





2
Outflank
The Crew needs to get the lay of the land!





3
Plant Evidence
The Crew must get the evidence into place, and the rest of
the plan is easy!






SCHEME SCHEME SCHEME
SCHEME SCHEME SCHEME
SCHEME SCHEME SCHEME


4
Entourage
It is vital that the Master be delivered into enemy territory.






5
Vendetta
This one is personal.






6
Plant Explosives
A message needs to be sent that people for miles will know
about, and a column of flame and corpses will do just that.




7
Make Them Suffer
If they curse their mother for birthing them, it has just begun.





8
Deliver A Message
A secret communique must be delivered to the enemy Master.





9
Take Prisoner
Sometimes ya just gotta take one alive. Nobody especially likes doing
it... but it's necessary.




10
Spring the Trap
The trap is laid, and now the enemy just has to blunder into it!





11
Murder Protege
There is nothing like a shocking murder to get things started!







12
Frame for Murder
Convince the enemy leader to kill some poor sap!




SCHEME SCHEME SCHEME
SCHEME SCHEME SCHEME
SCHEME SCHEME SCHEME


13
Power Ritual
A potent ceremony must be completed... or stopped dead in its
vile tracks!




R
Turf War
Setup
Victory Points



C
Reckoning
Victory Points




M
Reconnoiter
Setup
Victory Points



T
Squatters Rights

Setup
Special Rules

Victory Points


(Jokers)

Stake a Claim
Special Rules

Victory Points




Strategy Strategy SCHEME
Strategy Strategy Strategy

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