The Meat Grinder

Required Sets: Rise of the Valkyrie

? B A D E G I K M V Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 & Ruins

In helping KODT celebrate its 100th issue, the Heroscape team got together and created The Meat Grinder battlefield using a Heroscape game. Now you can live through the agony and desperation of entering this ancient battlefield and having your spleen served to you.

Created by Hasbro on 2004-11


Carvin' Marvin

X

Master Game for 2, 3 or 4 Players

Required Sets: Rise of the Valkyrie

Goal: Get treasure (glyphs) off the battlefield and survive.

Setup: Only unique heroes can be played. However, players cannot play Thorgrim, as he has already been possessed by Carvin' Marvin. Players draft or bring a pre-made army. Each player chooses one of the starting zones (olive, purple, teal or navy).

2 Players: 340-point armies
3 Players: 310-point armies
4 Players: 240-point armies

Put Thorgrim on the X space on the battlefield. Put his army card to one side with the Mitonsoul glyph on it. Thorgrim has already been possessed by Carvin' Marvin. In this scenario, the Mitonsoul glyph is used to represent who is possessed by Carvin' Marvin. It does not have its usual glyph abilities.

Take the two glyphs of Brandar, and the glyphs of Astrid, Ivor, Valda, and Gerda, shuffle them, and put them symbol-side up where shown. These are treasures in the Meat Grinder. Glyphs do NOT count as glyphs but as treasure. Glyphs remain face down until the end of the game.

Special Rules: When a figure lands on a glyph (or pile of glyphs) he/she must stop and pick up the treasure(s). Put the glyph(s), face down (without looking), on that figure's army card. If that figure returns to any hex in your starting zone, remove the treasure from the card put it in front of you, face down. If the figure carrying the treasure dies, place the treasure(s) on any space where that figure died.

In between rounds, before placing order markers, if no figure is possessed by Marvin, all figures roll the 20-sided die. The low roller is possessed by Marvin. Place the glyph of Mitonsoul on that figure's army card. That figure is no long controlled by anyone.

All players roll for initiative, even if they are no longer controlling figures.

Carvin's Character: Only one character is controlled by Carvin' Marvin at a time. At the end of the round, after players execute their last orders, each player, in turn order, takes a turn with the possessed figure. You still get to take a turn wih the possessed figure, even if you no longer have any figures in the Meat Grinder.

The figure with Carvin Marvin gets the following enhancements to his stats:

Move +4
Attack +4 (adjacent attacks only)
Defense -1

This figure loses all special powers (including flying) but gains Disengage and cannot be Mind-Shackled or Soul-Devoured.

The possessed figure must engage and attack some other figure, if possible. If there is more than one figure that can be engaged, the player who moves him can choose who he will attack. If no figure can be engaged, the possessed figure will move his full distance towards a figure and attack with unlimited range. If, after moving the full distance, there is still no figure that can be attacked, the possessed figure will then attack himself with NO defense dice (and no +4 to attack dice either).

Victory: The game is over when, at the end of the round, all but one figure is dead or all treasures are recovered or 6 rounds have passed. Players get points equal to the treasures they recovered. Glyphs count as much as their bonus. So the two glphs of Brandar are worth 0, Astrid and Gerda are worth 1, Valda is 2, and Ivor is 4. It is highly likely that the game will end in a tie with no one (but Marvin) winning.

For generations, there has been a legend of great treasure buried on an ancient battlefield. Hero after hero has gone in but none have returned. Today, new groups descend into the Meat Grinder. What they don't know is someone is already there. And already mad.

Created by Hasbro on 2004-11


The Zombies of the Meat Grinder

6 1 5 Z 2 4 3

Master Game for 2, 3 or 4 Players

Required Sets: Rise of the Valkyrie

Goal: Eliminate the other players before they (and the zombies) eliminate you.

Setup: Only unique heroes can be played. Players draft or bring a pre-made army. Each player chooses one of the starting zones (olive, purple, teal or navy).

2 Players: 340-point armies
3 Players: 310-point armies
4 Players: 240-point armies

Place the glyphs where shown on the battlefield.

Special Rules: After rolling for initiative but before taking the first turn, each player, in turn order, rolls the 20-sided die. On a roll of 14 or more, zombies appear in the Meat Grinder. That player may take any unique squad from the "Rise of the Valkyrie" master set not in play and put the figures on the board on any empty sand spaces. If there are not enough empty sand spaces to put the entire squad, then none of the figures are placed. Once there are no more unused unique squads left, then players do not roll for zombies.

All squad figures are zombies. Keep track of the order in which the squads appear by putting their cards on the table in order.

All zombies have the same stats and are controlled by no one:

Zombies
Move: 8
Range: 1
Attack: 4
Defense: 1
Life: 1
Zombies roll a die if players leave engagement.

At the end of the round, after players execute their last orders, each zombie will move up to two random directions. The zombies move in the order that the squads appeared. Within a squad, they move in order as shown by their 'targeting' pictures on the card (either left to right or clockwise from the top left image). Find the figure and roll a 6-sided die (not included with master set). Move that zombie in a straight line in the direction shown on the die. Look at the "direction indicator" (shown using a 7-hex sand tile) near the battlefield to see which way each number will move the zombie. As long as the zombie does not become engaged, it will move a second time. Roll the 6-sided die again to determine the direction of the second move.

If a zombie is already engaged it will not move. If a zombie becomes engaged it will stop. Zombies follow all movement rules (water, height, etc). Use the height of the figure. Zombies will not move off the board. Zombies may pass through unengaged zombies.

If engaged, the zombie will attack all heroes that it can.

Once a zombie dies, it is out of the game. If there are no more unused unique squads left, no more zombies appear.

Victory: The game is over when only one player has figures surviving at the end of a round, after all zombies have had their turns. It is possible that the game can end in a tie, if the zombies kill all the remaining heroes.

Sometimes Carvin' Marvin has a sense of humor. Instead of possessing people, he merely animate the dead heroes who have fallen before. Usually that is enough to take care of meddlers.

Created by Hasbro on 2004-11


The Gawds Must Be Crazy

Master Game for 2 Players

Required Sets: Rise of the Valkyrie

Goal: The Gawds are destroying the Meat Grinder. Be the last one standing.

Setup: Place the glyphs where shown. Players draft or bring pre-made 450-point armies. One player starts on the olive starting zone, the other in the purple starting zone.

Special Rules: At the end of the round, after the last order marker is revealed and the turn taken, remove the entire high level of the battlefield. Any figures, ruins, and glyphs on this level are destroyed.

The only tiles that will not be removed are water and sand tiles on level 1. When these are the only tiles remaining, players fight to the death on the remaining tiles. No more tiles are removed.

Victory: The game is over when only one player has figures surviving. That player wins. It is possible for the game to end in a tie if both players' figures are destroyed by the Gawds.

The Gawds have had enough. They are destroying the Meat Grinder in a storm of cataclysmic destruction. Unfortunately, the two task forces who are treasure hunting didn't realize this.

Created by Hasbro on 2004-11


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