The Scenario Designer is a simple Flash-based tool for creating Arcane Legions scenarios. You can drag and drop terrain onto a diagram of a standard battlefield in order to show how to set up each game, and special victory point conditions, special rules, and army composition. Once you've created your scenario, you can display it in a web page suitable for printing.

The basic components of the scenario designer are shown in the diagram to the left. The majority of the space is occupied by a standard Arcane Legions battlefield. The red and blue bands at the top and bottom are the player deployment zones. The green lines are the center lines. The gray grid lines measure sortie base lengths from each edge.

Specify the title of your scenario in the Title Box. The Usage Hints explain how to use the main designer features.

Selecting the Field Size

Most battles are played on a 4' by 6' table. Use the Field Size control to select an alternate battlefield size. Note that clicking the NEW FIELD button to update the battlefield size will clear away any terrain you've placed, so be sure to do this first.

Terrain Placement

To place terrain on the battlefield, select the terrain type from the drop down box in the Terrain Tools area and click the Place Terrain button. You can then use your mouse to place the terrain on any legal location of the battlefield. While moving terrain, you can use CTRL-click to rotate it 90 degrees. Click the terrain again to drop it permanently onto the play area. Use ALT-click to erase the terrain without dropping it. Use SHIFT-click to vertically center the terrain.

For purposes of placement, each terrain item is considered to be enclosed in a rectangular box. The box must be entirely inside the battlefield, entirely outside the deployment zones, and cannot overlap another terrain's rectangular box. This is slightly more restrictive than the normal terrain rules.

If the Snap box is checked, terrain is automatically snapped to the gray grid when dropped. This limits your ability to place it where you want, but insures that it is easy to set up the battlefield, because every terrain is an even number of sortie base lengths from both nearest edges. To insure that players can maneuver easily during play, check the Enforce Gaps box. This means that there must be room for a formation unit to freely move between all terrain items that block movement.

To insure your battlefield is completely fair for both players, use the Symmetrize button. The designer will attempt to duplicate each terrain item on the opposite side of the battlefield. This will not always be possible, especially if Enforce Gaps is checked, because the new terrain items have to have a legal position.

Terrain Types

The following terrain types are currently supported by the Scenario Designer. They include not only standard terrain but also special terrain types specific to scenarios.

Blocking1
Blocking2
Blocking3
Blocking4
Building

Blocking terrain is a standard terrain type described in the rules. Units cannot move through this terrain and must snap to it, ending movement. Blocking terrain blocks line-of-sight.

Because it blocks line-of-sight, blocking terrain is a critical part of keeping the game balanced. Every control terrain item should have at least one nearby blocking terrain item. Otherwise, a pair of ranged units can position themselves to kill anything that gets near.

Control1

Control terrain is a standard terrain type described in the rules. Units can move through this terrain. Snapping is optional.

Control terrain changes the game from a pure killing contest to one where speed and maneuver are more important. Because control terrain provides the highest victory point reward in the game, a unit that takes a long time to die is sometimes more valuable than one with heavy duty killing power. In addition, the more control terrain items you have, the faster the game will be. Normal control terrain should be placed near the center of the field.

ControlA
ControlB

Control terrain type A acts as control terrain only for player A (red). Control terrain type B acts as control terrain only for player B (blue). Units can move through this terrain. Snapping is optional.

Player-specific control terrain is generally placed deep in the opposing player's territory. Because of this, it can lead to a slower, more killing-oriented game without completely removing the positional strategy element.

Crystal

Crystal terrain is normal control terrain as described in the rules but is larger and has a blue crystal displayed in the middle. Units on or adjacent to this terrain gain the powers of the crystal as described in the special rules. These powers can be anything from automatic healing to a warm fuzzy feeling that has no effect in the game. Units can move through this terrain. Snapping is optional. The crystal in the center (red border) is considered blocking terrain.

The theory behind crystal terrain is that a meteor exploded over the Mediterranean shortly before the Night of Mists and deposited these crystals in various places around the region. When the Mists came, it imbued the unearthly crystals with magical powers.

The crystal terrain's large size makes it harder to defend than a standard control terrain item. This enables more units to harness the powers of the crystal during the game, and that's an important benefit, because the special powers are what makes crystal scenarios fun for the players. Typically, a single crystal terrain is placed in the center of the field.

Hindering1
Hindering2

Hindering terrain is a standard terrain type described in the rules, and usually consists of thick shrubs that obscure line of sight and prevent movement. Units cannot move through this terrain and must snap to it, ending movement. Hindering terrain hinders line-of-sight.

Because the penalty for hindering line of sight is so low, hindering terrain favors ranged units, especially the Han units that start with a lot of ranged dice and can afford to lose one or two before shooting. It's good to have hindering terrain in a scenario to give the setup some variety, but for best results you want it placed well back where it adds spice to the initial dance instead of providing cover an archer can use to dominate the center.

HomeA
HomeB

Home terrain type A is a special objective for player A (red). Home terrain type B is a special objective for player B (blue). Typically, this terrain is placed in or near the player's deployment zone and the player must get units onto this terrain in order to fulfill a scenario objective. Units can move through this terrain. Snapping is optional.

Home terrain is used in scenarios with a quest element, such as one involving the capture of enemy units or the acquisition of some artifact in the middle of the battlefield. Because it is clear terrain, its only strategic value is in its location.

Mark1
Mark2
Mark3
Mark4
Mark5
Mark6

Markers are clear terrain items that do not affect movement or line-of-sight but indicate special regions on the battlefield. Each marker has a center dot. In some cases the effect of the terrain extends to any unit within a specific range of the center dot. In other cases the effect applies to any unit between the edge of the terrain and the edge of the battlefield. In each case the specific details would be described in the scenario.

Markers are used to delineate large regions of the battlefield. As a practical matter, you don't want terrain items larger than a standard sheet of paper, so when you need a big region representing a minefield or a fog bank, you use markers to set it up.

Mud1

Mud does not block or hinder line of sight, but hinders movement. Units must snap to this terrain before entering it, ending movement. When beginning movement while adjacent to, in, or overlapping this terrain, a unit's movement rate is reduced by the number of pegs on the largest ready figure on the unit. (The bigger they are, the further they sink into the mud.)

Mud hinders movement, so you have to snap at the edge. This means it takes at least two actions to get inside.

Mud helps protect sorties from close-combat units, because they have to stop at the edge before entering. A ranged, Fireburst, or Death Touch sortie inside the Mud can attack its neighbors without having to worry about getting based by an aggressive cavalry unit that shuts down its attacks. For this reason, you generally want the Mud placed near the deployment zones instead of in the center near the control terrains.

Mud is a non-standard terrain type specifically requested by the user community.

Swamp

Swamp is not as thick as hindering terrain, but it is considerably more dangerous, because of the water and the clouds of poison gas. Units must snap to this terrain before entering it, ending movement. Swamp blocks line-of-sight. When beginning movement while adjacent to, in, or overlapping this terrain, a unit's movement rate is reduced by two. At the beginning of each turn, any unit adjacent to, in, or overlapping this terrain takes one damage. A unit in or overlapping this terrain cannot issue special orders. The thick clouds of gas completely block line-of-sight. The Swamp is thus hindering with respect to movement and blocking with respect to line-of-sight, the converse of normal hindering terrain.

Swamp hinders movement, so you have to snap at the edge. This means it takes at least two actions to get inside.

Swamp specifically favors cavalry units. A cavalry unit inside a swamp is only slightly inconvenienced by the damage from the poison gas and is safe from Fireburst and other forms of ranged attacks. At any time it can charge out of the swamp to attack other units that get near. Of course, it's non-trivial to get into the swamp in the first place.

Swamp is a non-standard terrain type designed for certain scenarios.

Thicket

Thicket is grassy hindering terrain that you can move through. Units must snap to this terrain before entering it, ending movement. Any movement path that goes through the terrain reduces the unit's speed by 2. So, for example, a unit with a speed of 6 movement points would only have 4 movement points going through the thicket. The path will always begin at the edge, since you have to snap before going in.

A line-of-sight passing through the thicket is hindered (see Line of Sight). In addition, a line-of-sight cannot begin from a notch inside the thicket. Note that this does not affect special abilities such as Death Touch and Aura of Peace that use a range rather than a line-of-sight.

Units inside the thicket are protected from close-combat attack, since opposing units have to stop at the edge before going inside.

Thicket is a non-standard terrain type specifically requested by the user community.

Tower

The tower is a standard control terrain with an embedded square of blocking terrain. Units can move through the main part of the terrain and do not need to snap to its edge, but the red portion blocks line of sight and requires snapping just like normal blocking terrain.

The tower is strategically very different from the standard control terrain. The usable area is smaller and it's harder to get to it from the tower side, so it's easier to keep your opponent out once you get control. In story terms, a tower usually indicates an important building that both armies want.

Water

Water is a pool of liquid that blocks movement but does not affect line-of-sight. Use water to give your archers a place to hide from pesky close-combat sorties. It doesn't provide as much protection as you can get from Mud, but it's also easier to flee when things get too hot.

Water is a non-standard terrain type specifically requested by the user community.

The Scenario Description

The Description button on the main designer page brings up the Scenario Description form shown on the left. This allows you to specify the special rules and conditions for the scenario. When you're done with the form, click the Description button again to hide it.

While the Scenario Description form is displayed, the other controls and buttons are all disabled.

Background Story

The background story is the fictional component that explains what is going on. This does not affect the game play, but provides a boost to the realism of your scenario. When the scenario is displayed, the background story appears first.

Army Composition

The army composition section allows you to specify the build points for the scenario and any special restrictions on army composition. The allowable build point values are selected from the dropdown box, and are 7,000 and 10,000. An asterisk in the dropdown box indicates an army composition restriction. Two common restrictions are provided: a minimum of one commander for the 7,000 point game and a maximum of 5,000 points of custom cards for the 10,000 point game. You can, however, specify any restriction you want by typing it into the text area next to the dropdown box.

When you change the army size, the number of victory points to win is also changed.

Victory Points

This section allows you to specify the rules for gaining victory points. The four most common victory point conditions are provided automatically. Use the spinner controls to change the number of victory points for each. If you set the number of victory points to 0, the condition will not appear when the scenario is displayed.

You can add a custom condition using the fifth spinner control to specify the number of victory points and specifying the associated condition in the text area next to it. Use the ADD button to add the custom condition to the condition list below. If you don't like a condition you've added, select it in the list and use the Delete Selected Victory Condition button to delete it.

The standard and custom victory conditions will all be listed together when the scenario is displayed.

The number of victory points to win is set according to the army build size; however, you can override it using the combo box at the bottom of the victory point section.

User Terrain

You have the option of allowing your users to place terrain in addition to the terrain you put on the battlefield. Use this option with care in large tournaments, because it increases the setup and teardown time. Specify the number of control terrain items and standard terrain items per player in the two spinner controls. If you leave both spinners set to zero, the battlefield will appear exactly the way you set it up on the main page and there will be no mention of user terrain.

Special Rules

The heart of any scenario, special rules override the normal rules of the game.

Standard special rules are common game modifications useful in almost any scenario. Select the name of a rule in the dropdown box to see its description in the text area. Click the ADD button to add it to the list.

Custom special rules are rules you design yourself. You must specify a rule name and the full text of the rule, then click the ADD button next to the text. You cannot have two rules with the same name, and ames are case-insensitive, so if you've already added the standard Mist rule you cannot add a custom rule named mist.

To get rid of a special rule, select it in the list and click Delete Selected Special Rule.


Displaying Your Scenario

When your scenario is ready, use the DISPLAY button to display it in a web page. You can then print the scenario or (in some cases) save it to your hard drive for EMAILing or for deploying on the web.

There are two display format options for displaying your scenario. Each has advantages and disadvantages.

The web page display is brought up in a new tab, so if you find a mistake, you can go back to the Scenario Designer and fix it. None of your work will be lost.