THanks for the reply and invite.
The volcarren expansion is the least useful of the expansions but multiple sets allows for great volcanic elevations. Having lots of terrain just opens up lots of mapping opportunites. We sometimes have guest "directors" (map makers) come in and make a map. Nice to get different perspectives and approaches to the maps.
Our general house rule is one unique per team. We play a wide gamut of options and scenarios though so there is a fair bit of variety. I was lucky enough to scoop some EOV from HMG but I will NOT pay the silly prices on eBay for Hawthorne or Nerak. What are some of the scenarios you use? I will include on of ours here as an example. I apologize, it is a bit wordy. This was our most elaborate from a game machanic scenario.
Kyrie Counsel Moot played on Castle In The Sky MapBackground:The ancient Kyrie Counsel Moot is a courtyard around a large wellspring where various lords and power mongers could meet in a peaceful setting. It is a quasi-neutral area where conflict is discouraged and alliances are forged. It is nestled between the glacial mountain of Dzutal-Gin and the molten mountain of Jargaduun. To the North of the Moot lie the Marro Mounds and the Sylvan Wood is just to the South. The Moot is surrounded by hostile unforgiving lands. The lands are perilous but offer great opportunity to those who venture to the wellsprings concealed in their inhospitable landscape.
This is a highly magical land and the teleports created by the old sage Kyr-Lodin are still in place. They are sometimes functional and sometimes inert. There are strange forces at play that control these devices; as mystical as Kyr-Lodin’s tower itself. Kyr-Lodin’s tower can be seen appearing and disappearing at various places throughout “Castles In The Sky” map. It is rumored that the old wizard lives still and it is his essence that is imbued into meandering Tower.
Four castles hang in the air, keeps for the four lords that have made this part of the world their home. The bonds of peace are tenuous and they continue to vie for control over the wild lands and the lands of their neighboring lords.
Rules for this Scenario:The DraftThe following units are not available for draft for this scenario:
• Marro Warriors Me-Burq-Sa
• Warriors Of Ashra Aubrien Archers Syvarris
• Dzu-Teh
• Obsidian Guards
The DropThe airborne elite can only drop on Grey Hexes, (Dark Grey – Rock or Light Grey Road). These hexes cannot be part of the official starting zone of another player. (This excluded the Jargaduun area of the map which is a No-Drop zone.
Special Counsel Moot DefenseThe Kyrie Counsel Moot is a place of peace. Blessed are those who visit this ancient site.
Any figure in the Kyrie Counsel Moot gets to add two additional defense dice to any defense rolls.
Kyr-Lodin’s TowerThe Tower begins the game off of the map. It is rolled for much like “The Drop” used by the airborne elite. Before every turn, roll a d20…
01-03 Kyr-Lodin’s Tower vanishes. Any units occupying the tower are destroyed.
04-06 Move the Tower 1 teleport higher
07-08 Move the Tower 2 teleport higher
09-10 Move the Tower 3 teleport higher
11-11 Move the Tower 4 teleport higher
12-13 Move the Tower 3 teleport lower
14-15 Move the Tower 2 teleport lower
16-20 If Kyr-Lodin’s Tower is not currently on the map, it appears; roll a d8 to determine where it appears.
Any units on the teleport pad where the tower appears are destroyed.
Teleport PadsAt the start of every round roll eighteen special Jandar Flag Bearer dice. Count the number of Jandar symbols; that is the number of teleports that are operational this round. Each player selects the teleports that he/she will use this round in secret based on the result of the dice roll. For instance, if three Jandar symbols appeared, player 1 may select teleports 2, 4, & 8 to use for this round, whereas player 2 may elect to use teleports 3, 4, & 6. The player indicates which teleports will be in use by selecting the corresponding playing cards from a regular deck of cards. Each player will be given the cards Ace – Eight to use of one suit for this purpose. The cards only need to be revealed when the teleports are being used for travel. To use a teleport, you simply enter at one number and exit at the other at the cost of only one movement. At no point may a player end their movement on the actual teleport.
The Wild LandsThe four wild lands are inhabited with denizens that are hostile to anyone entering their lands.
• The Marro Mounds
o A Squad of Marro Warriors
o The Hero Me-Burq-Sa
• The Sylvan Wood
o A Squad of Warriors of Ashra
o A Squad of Aubrien Archers
o The Hero Syvarris
• Glacial Dzutal-Gin
o Two Squads of Dzu-Teh
• Molten Mountain of Jargaduun
o Two squads of Obsidian Guards
Any unit entering the wild lands does so at great peril. Any player may opt to take a turn with an army card of wild land creatures instead of their own army card. In this manner, the wild lands are quite protected and hard to assault. Used in this manner, the wild land units MUST remain in the wild lands. If they later become allied with a player, there are options for them to venture out into the rest of the land.
Wellspring PowersThe wellsprings play a very important role in this scenario. They are places of power and worship. Much of the mystical nature of this land stems from these strange waters. Here are the effects for occupying a wellspring:
(1) When you have a figure occupying your own wellspring it instills courage in your whole army.
a. All attack rolls get a bonus of one additional attack die.
(2) When you occupy an opponent’s well spring you have demoralized their army.
a. All attacks rolls against that opponent get a bonus of one additional attack die.
b. All defense rolls against that opponent get a bonus of one additional defense die.
(3) When you occupy the wellspring of Dzutal-Gin your army has learned the secrets of the glacial people.
a. You get to move your figures on Deep Snow and Slippery Ice without the extra movement penalty.
b. You have forged a deep alliance with the denizens here.
i. No players may activate these units anymore, they are allied with you.
ii. Your “X” Markers become a fourth activation and grant you use of the Dzu-Teh.
iii. The allied units may now leave their lands although when not in their land they lose 1 attack die and 1 defense die.
c. All of your figures add +2 to their movement score.
(4) When you occupy the wellspring of Jargaduun your army has learned the secrets of the molten people.
a. You get to move your figures on Lava Fields and Lava without taking damage.
b. You have forged a deep alliance with the denizens here.
i. No players may activate these units anymore, they are allied with you.
ii. Your “X” Markers become a fourth activation and grant you use of the Obsidian Guards.
iii. The allied units may now leave their lands although when not in their land they lose 1 attack die and 1 defense die.
c. All of your figures add +2 to their movement score.
(5) When you occupy the wellspring of the Marro Mounds your army has learned the secrets of the Marro.
a. You have forged a deep alliance with the denizens here.
i. No players may activate these units anymore, they are allied with you.
ii. Your “X” Markers become a fourth activation and grant you use of the Marro Warriors / Me-Burq-Sa.
iii. The allied units may now leave their lands although when not in their land they lose 1 attack die and 1 defense die.
b. All of your figures add +4 to the range of units that current have ranged attacks.
(6) When you occupy the wellspring of the Sylvan Wood your army has learned the secrets of the Elven Ways.
a. You have forged a deep alliance with the denizens here.
i. No players may activate these units anymore, they are allied with you.
ii. Your “X” Markers become a fourth activation and grant you use of Syvarris / Aubrien Archers / Warriors of Ashra.
iii. The allied units may now leave their lands although when not in their land they lose 1 attack die and 1 defense die.
b. All of your figures add +4 to the range of units that current have ranged attacks.
(7) When a hero unit enters the Wellspring in the Counsel Moot they are imbued with the power of peace. Instead of attacking, they may instead roll a d20 and try to disarm the efforts of their warring opponents.
All defense rolls against that opponent get a bonus of two additional defense dice.
20-20…You may select one order marker from each opponent and remove it for this round.
19-19…You may select one order marker from two opponents and remove it for this round.
10-18…You may select one order marker from one opponent and remove it for this round.
04-09…Nothing happens.
02-03…the wellspring doubts the sincerity of your intentions of peace, your opponents each may remove one of your order markers.
01-01…Your peaceful façade is remarkably shallow, all units if this type that belong to you are removed from the board and are destroyed, the wellspring has spoken.
Each player may occupy only ONE of the Moot wellspring hexes. No double space creatures are allowed.
Victory ConditionsInstant Victory Conditions• Destroy all of your enemies units, or…
• Capture of flag of any enemy fortress, or…
• Occupy all three enemy wellsprings, or…
• Occupy all four of the wild land wellsprings, or…
Victory Conditions Should Time Run OutThe following points are awarded to players at the end of the game.
• 100 Points for having a unit in your own castle.
• 150 Points for having a unit in another player’s castle.
• 120 Points for having a unit in Kyr-Lodin’s Tower.
• 030 Points for having a unit in your wellspring.
• 060 Points for having a unit in a wild lands wellspring.
• 100 Points for having a unit in another player’s wellspring.
Also, all of the standard points for eliminating units, heroes, squads, first blood, etc, are counted.
Other Notes• Must control the wild lands to get credit for any points due to wild land creatures eliminating other units.
• Wild land creatures cannot get activated until someone has entered their lands, after that, they are in play for the remainder of the game.
Here are four views of teh map we played on...



