Wednesday, 9 September 2026

Scenerio Three: Evidence

 


Scenario: 6 briefcases worth of documents are stashed in the area around Gotham. The GCPD has been tipped off about their location and Glenda Dent was also informed from a corrupt police detective. The documents have something to do with an alien crash that was tracked by the government last week. The documents could be very dangerous and  lucrative. Both forces arrive on the scene. *Spoiler starts anywhere on the board, and chooses the rooftop.



The Gotham City Police Department: Spoiler (Robin VI), Detective Martinez, 3 beat cops



TWO FACE GANG: Elite mobsters: Sugar, Spice. Thugs: 3 Arkham asylum escapees.

Civilian: Glenda Dent (Harvey Dent’s wife)



Goal: Every turn 1 or 6 briefcases will become visible on the game board. Every turn one addition appears (1, then 2, then 3). A character can gain it by passing over its location on a move or as a free action if in base contact. A character may only carry two briefcases. A character may leave the scene to secure it if they have movement sufficient to exit the board area. They cannot return. Downed models drop and briefcases they have. After 5 turns the crew with the most evidence secured wins. 


ROUND ONE


Evidence appears in the back left corner, 8” from Spoiler. 

 

Spoiler activates, their solo card has no effect on the game. She has no ranged weapon so she just moves to secure the evidence. 


Shot gun beat cop and draws Hesitation. They cannot move nor attack. 



Arkham escapee with the assault rifle draws The Calm. No characters can rush nor attack this turn. He enters the house and goes upstairs to the roof, appearing there next turn. 



Spice activates and draws Foul Play. The closest enemy is dealt the peril on this card. Detective Martinez is the closest. He chooses Finesse and fails. Spice apparently had a light explosive place near that car. He is knocked of his feet but is still conscious with 1 body point remaining. Fortunately the explosion was not big enough to affect the surrounding cops. Spice laughs in delight and moves to the nearest car for cover. 


Beat cop activates and draws Watch Your Step. Another of Spice’s bombs goes off. He is reduced to 2 body points. Being next to a manhole he goes down into the sewer to search and to get away from the bombs. 



Arkham escapee activates and draws the last solo card of the round which has no effect. He moves with his sledgehammer closer to the cops. 

Martinez and taser beat cop move around the cars to a better position. 

Sugar moves next to spice and knife Arkham escapee moves towards the cops. Glenda Dent moves toward the fenced area. 




ROUND TWO

Two evidence briefcases appear. One right next to the melee Arkham escapees and the other between the cops and escapee.

Glenda Dent activates and draws Watch Your Back and succeeds. They run for the nearest briefcase, nearly tripping, and gain it. This is excellent as Hilda is unarmed and cannot be shot by police.


Arkham Escapee draws Decoy and cannot run this turn. They move 3” towards the nearest briefcase.



Shotgun beat cop draws Watch Your Back. Another of Spice's bombs goes off near the cars, he avoids the blast and moves. He fires at the nearest Arkham escapee. He is only grazed for no damage. 




Taser beat cop draws Watch Your Step. She take 1 damage flaming cars and bravely runs out of cover to get the briefcase. 

Beat cop in the sewer activates and draws Watch Your Head. The sewer area is very dangerous and they avoid taking damage. He run the the center area hoping a briefcase shows up. 
 


The sledgehammer Arkham escapee activates and draws Make it Count (combat bonus until used). They run to toward the center briefcase.

Spice removes behind the armored truck and fires a pistol at the taser beat cop. but misses by one. 


Martinez comes out from behind the flaming cars and shoots at the sledgehammer foe and misses by two.

Spoiler uses her Batgrapple and swings 16” to center board. This counts as a movement and action. 



Sugar, with her high movement runs to Hilda Dent, grabs her briefcase and runs back to her cover position. With Spoiler so close can Spice escape with it?


On the rooftop the assault rifle Arkham escapee moves towards the ledge and fires down at the cop. The closest to the central briefcase. He is very successful dowing the already injured cop.


ROUND THREE


The final 3 briefcases appear. 




Spoiler draws All Clear ignoring any perils/areas/bursts for the turn. The move to the closest briefcase and gain the 2nd one (maximum is 2). They then move to protect the other closest. 



Detective Martinez runs to Spoiler’s location for backup, coming up short on gaining the briefcase. He draws When it Count gaining an extra challenge dice. 



Spice also draws All Clear and runs to grab the briefcase. The only unclaimed briefcase is in the sewer near the beatcop.


The shotgun cop moves in. They draw Missing Clue, fail the roll and cannot run and takes 2 damage from Spice’s carbomb. He reloads (instead of moving) and shoots at Spice. He misses by 1. 




The rooftop Arkham escapee cannot move due to their new card Held in Place. He reloads the assault rifle and fires at Spoiler. With her back turned takes 2 damage. She has two left. 


Sledgehammer Arkham escapee moves in to swing at Spoiler from behind. He gets exceptionally lucky and deals 2 damage. spoiler is down and drops the two briefcases. 


Knife welding Arkham Escapee runs in to claim both dropped briefcases. 


Sugar runs off the board scoring the first briefcase for the villains. 



ROUND FOUR


Knife Arkham escapee draws Watchful Eye. They do not get the two successes, take two damage and cannot move this activation! They have two briefcases…



Spice springs into action with Short Cut. She fails taking 4 damage (from a GCPD sniper firing from off the board). Knocking her out. She drops her briefcase…



Shotgun beatcop draws a card that has no relevant effect. He moves in 3” and fires at the knife escapee. He is successful in taking them down. Three briefcases are unclaimed next to Martinez and Sledgehammer Escapee. Gilda is also in range to claim. 


Martinez activates an can likes escape with two. But he draws Surprise Twist, immediately ending his activation. All villains get to go before heroes can continue. This is a game changer!


Sledgehammer Arkham escapee draws Hesitation and can only walk. He grabs 2 briefcases and move toward the board edge. 

Gilda runs to claim a briefcase. Remember she is unarmed and cannot be shot. 

From the roof the assault rifle escapee fires at Detective Martinez who is the highest tier hero. He rolls 3+3, 1+1 and 8+7. Martinez is out!


Last to activate is the beat cop in the sewer. He draws Sprint and easily escapes with a briefcase.


ROUND FIVE
(last round)


Assault riles roof escapee reloads and fires on the remaining beat cop. He draws Double Down and causes the beat cop to resolve two solo cards. They fail Furious and take 2 damage; they are knocked out before shots are fired.

The villains win 5 to 1 briefcases. 


Monday, 17 August 2026

Scenario Two: Crash Site


An alien starship enters and atmosphere crashes in middle America. Amanda Waller, every vigilant sends out three members of her Suicide Squad to access the theat to Earth. Upon examination there are no life signs on the ship, but there are 6 pieces of cargo emanating smoke surrounding the ship. Just as the Suicide Squad members move in to investigate two members of Birds of Prey, who were flying nearby also scope out the situation.

 


Suicide Squad: Black Adam, Deadshot and Katana


Birds of Prey: Green Lantern Black Canary and Power Girl


Duration: 5 rounds.


Goal: Each character and investigate the cargo and gains 1 victory point for each one carried off the table. Once a character leaves they cannot return.



ROUND ONE


Black Canary activates first. She draws Foul Play and causes Black Adam to face a Peril. Black Adam draws The Storm which will have no effect since the team is only 3 characters and they draw only a maximum of 3 solo cards. She flies 12” towards the closest cargo but is a couple inches shot to investigate. She has 5 power in reserve.



Power Girl activates and draws Stand Firm and passes gaining a better die for recovery until end of scenario. She flies 15” toward the next closet cargo. She investigates for 5 ower and draws the challenge of 2 finesse or cunning. She success with 3 successes and gains 1 cargo piece. She ends with 2 power.


The remaining action are all the Suicide Squad. 



Black Adam draws Surprise Twist causing all opponent characters to activate before his team, there is no effect in this case. He flies to the next closest cargo but is short 2”. He checks to see if Power Girl is in range of Lightning Blot but she is not. He ends with 7 power.


Deadshot draws Hesitation and can only walk and cannot perform actions. He ends his turn walking 4 inches and stopping.



Katana draws Sprint (+3 movement) and runs 12” toward closet cargo coming up 3” inches short and with no target for Shurikens in range. She ends with 5 power.





Score =: BoP 1, SS 0

All power and tokens cleared


ROUND TWO


Black Adam draws Double Down and gives the closest opponent (Power Girl) 2 solo cards. She immediately faces a peril and chooses Might 1 rolling 3D12 and succeeds. Black Adam walks to cargo and investigates. He needs 1 success on 3D10 for might and passes all gaining the cargo. With 4 remain power he uses Lighting Bolt on Power Girl for 3. It cannot be overcharged. She spends 1 power for defensive stance but is still hit with the energy attack for 3 damage. Black ends with 1 power. 




Deadshot goes next and draws Decoy and passes extending the game to 6 rounds. He runs up next to Katana and fires his once per game Dead Shot at Power Girl, 18” away. He is out of power and cannot overload. She takes a defensive stance for one power. She is resistance to this attack and will take 2 less damage. She is hit and takes 2 damage. 


Katana draws Watch your Back and immediately face a peril. She choose finesse for 1 success. She passes and runs to a cargo spot, requiring one finesse success. She succeeds and gains a cargo piece. She ends with no power. 


Black Canary draws Watch your Step and immediately gain a challenge. She chooses Cunning and succeeds. She flies to the board corner and investigates the cargo. The challenge is 1 might which she passes. She gains a cargo piece.




Power Girl pulls Furious and passes with might ignoring multiple combat penalties for the scenario. She runs in and does a super punch overloaded on Black Adam. He takes defense stance and dodges her attack. She has no power left. 


Score: BoP 2, SS 2


ROUND THREE


Power Girl activates. She draws Quirk of Fate discarding all cards in play. She discards her two attached, Stand Firm and Furious. She does a overloaded Flying Punch (once per game) at Black Adam. She is successful with 5 damage (reduced to 4 with Black Adams resistance). He also loses 3 power from stun 3. Then follows up with Freeze Breath (Once per game) and is successful. He takes 1 damage with resistance. His speed is reduced by 3 for the rest of the turn. 


Dead Shot draws All Clear (ignoring any perils this turn). His gun is ineffective against Power Girl so he moves to the cargo and draws a card. He rolls 3 successes on the finesse challenge getting the cargo. 


Black Canary GL activates next and draws Held in Place and cannot move. She saves her Green Scream once per game power to use later. She takes no actions. 


Katana activates and draws Watchful Eye, passes and gains an extra +1d type for perils. She runs 9” toward the remaining cargo. 




Black Adam activates and draws The Calm. No characters can attack or move this turn. 


Score: BoP 2, SS 3


ROUND FOUR


Black Adam activates  and draws When it counts, gaining an extra +1D bonus to might, finesse or cunning. He uses Final Lighting, one time use, on Power Girl and overloads it. It is successful. She takes 5 damage. He then overloads Strength of Amon For another 3 damage. He has no power left. Power Girl has 4 endurance left. 


Katana activates and draws Short Cut, gaining 3 extra movement and getting to the last cargo. She requires 1 success to gain it with finesse. She is carrying two. 




Power Girl activates, draws Move Along, no effect. She flies to Katana and misses with a Super Punch. Then tries again with an overloaded Heat Vision and takes 2 damage


Black Canary GL activates and draws Double Down, giving Katana two solo cards. Katana draws Hesitation, they cannot move or take action this turn (already activated). She also draws Foul Play causing Power Girl to immediately encounter the Peril. She passes with Might. Black Canary uses Green Scream on Katana and is successful. Katana takes 5 damage, reduced to 4 endurance. She then moves to Katana. 


Dead Shot activates last and draws Surprise Twist but all other characters have already activated. He leaves the area with his one cargo. 


Score: BoP 2, SS 3 (1 final)


ROUND FIVE


Power Girl activates and draws No Shot. She cannot shoot this round. She delivers a overpowered Super Punch to Katana and misses. She tries again. And hits! Katana take 6 blunt damage and goes down, dropping her 2 cargo. Power Girl has no remaining power, but takes the 2 Cargo for free. She now has 3 Cargo.


There is a 50% that either Black Adam or Green Lantern Black Canary will activate. If Black Canary activates she can take the 2 Cargo from Power Girl and flee. 


Black Adam activates! He draws On Guard and rolls success on Might. This gives him a bonus to fighting. He uses a overloaded Strength of Amon on Power Girl. He is 1 short but the On Guard makes it successful. Power Girl is reduced to 0 and is KO. He collects her 3 cargo and saves his 3 remaining power. 





Black Canary GL draws On Guard as well. She is unable to defeat Black Adam this turn she grabs Power Girl and flees with the 1 Cargo. Ending the game. 


Black Adam easily leaves the next turn with his 4 cargo and Katana. His solo card draw did not prevent this.


Game Ends. Suicide Squad Wins!


The Birds of Prey only secure 1 Cargo, this does not give the heroes enough information. The Suicide Squad secure 5 Cargo. Amanda Waller is very pleased but having all the Cargo would haven’t given her the full picture about this alien technology. She will attempt to retrieve the 6th piece in a later adventure. 

Monday, 22 June 2026

Scenario One: The Batcave


In the Batcave a shrieking sound suddenly blares! It’s source is uncertain. Maybe it is coming from one of Batman's many souvenirs from his many adventures or even from a Batmobile? Whatever the source, our heroes dive into action...


 THE CAST



This series uses a combination of the DC Universe (by Knight Models) for rules and Pulp Alley solo cards for the scenario. Characters have Pulp Alley stats added for challenges: Cunning, Finesse and Might. Character stat cards shown above indicate how many dice they roll for challenges/perils and drawn cards will indicate which of the three types can be used and how many successes are required. Rolls of 4+ are successful. The first 3 heroes and villains draw a card and resolve the top section (the peril). And draw a card when investigating a plot point. From the DC Universe rules we pull token from a bag for activations. This is unnecessary in turn one as we only have heroes on the board.

Setup: At the start of the game the board is divided into 9 tiles. Each character is placed in a random tile. There are 6 clue markers (possible shrieking sound sources) placed on the table indicated by neon foot prints. The colors do not matter to this scenario. The token are on (1) the giant penny, (2) animatronic T-Rex, (3) vintage Batmobile, (4)modern Batmobile, (5) power generators and (6) disabled H.A.R.D.A.C. computer.

Goal: Characters may spend 5 power to investigate a suspect marker and take a challenge. If the token matches a random dice roll of undiscovered token it is found (I.e. on token 5 if a five is rolled). Once the source is discovered, analyze at the Batcomputer with an additional challenge card to win. If the token is not retuned and scanned by the end of turn 5 the heroes fail. 


ROUND ONE


Batman activates first and draws the Furious card. He rolls 3d10 cunning and passes, gaining the card ignoring multiple enemy penalties. Batman spends 1/10 action points to make a short move to investigate the machinery. He spends 5 action points to investigate, drawing Furious, prying open the machines with success. This is the 6th token on the board and a roll of 3, not matching the token number confirms this is not the source. Batman end the turn with 4 actions points remaining.




Robin is chosen to activate next. His challenge card is No Shot (cannot shoot this turn). He is within 1” for the batmobile and investigates. The challenge card requires 3 successes in any category. Robin chooses Finesse and scores only 2, taking 3 damage. They end their turn with 3 action points. 





Alfred activates and draws Quirk of Fate, removing all cards from play. Ideally he should move to the Batcomputer to grant rerolls to Batman and Robin but since he is so close to the disabled animatronic T-Rex plot point he moves 6” and investigates. He draws All Clear using finesse and rolls the required 1 success. This is the 2nd token on the board and a roll of one indicates this isn’t the source of the sound. Ideally Alfred should move to the Bat computer as his ability is to grant cunning and finesse rerolls to other characters while with 1”.





ROUND TWO


Story: Green electricity emerges out of the floor and crackles to life. It rushes toward token 4 with a roll of 10”. The electricity hits the long disabled H.A.D.R.A.C computer AI and a 4  automatons (roll of 4 on a 1D6) emerge dragging their limbs. Was this the source of the sound? And what created this energy? Surely the shrieking sound and this energy are related!



ROBOTS (Finesse: 2D6, Might: 2D8, Cunning: 2D6, Walk: 2”, Run: 4” and Endurance:?)


A random activation token is pulled and the villains go again. 4 villain tokens are added to the bag. A robot activates and draw the Decoy card: choosing might, 2D8. Does not score the two successes and cannot run. It has 2” walk and ends it activation with 4 power remaining. 




Another robot activates. Draws Sprint and runs 4” + 3” towards vintage Batmobile (closest marker). Ending it’s turn with 3 power.



Hero’s drawn a activation token and choose Robin to activate. He draws Held in Place and cannot move this turn! He tries to investigate for the source of the sound. He chooses Finesse and rolls 3D8 and succeeds. This is the source! Marker 3 and rolling a 3 on ½D6. Robin grabs a strange metal object from the undercarriage of the batmobile, yelling to Batman and Alfred that he got it. He runs towards the Batcomputer for analysis for 2 power, with 1 remaining. 


Next robot activates and draws the final villain card for the turn, On Guard. They fail Might roll and stay still. 


Final robot activates and runs in Robin’s direction.



Batman and Alfred can activate. Batman draws a activation card, Shortcut. Batman chooses Cunning and rolls 3D10. He succeeds and uses the one per turn Batclaw to displace 12” towards the Batcomputer. He has 7 power remaining. 


Alfred is last to go and draws Watchful Eye and gains a +1 to perils.



ROUND THREE


Robin activates and draws Held in Place and cannot move!



Robot draw When it Counts and runs 4”.


Robot fails Shot Cut for 2 damage. 


Batman draws The Calm! No characters can move, ending the round.



ROUND FOUR


A robot activates and draws Quirk of Fate discarding all cards. They run 4”.


Robin activates and draws Watch Your Step and passes with cunning. They run to the Batcomputer but cannot use the computer this turn due the card.



A robot draws Watch your Back and fails taking a hit. 


Batman draws On Guard, passes and uses the Batclaw reaching the Batcomputer. As the Challenge to analyze the screeching metal device he draws Cunning and passes. 



Epilogue: the cracking energy dissipates and the robots each fall to the floor, mechanical parts clattering across the floor. Batman holds the seamless chrome orb over the sensor area of the batcomputer. After scanning, the chrome ball melts disappearing into Batman’s costume. For all accounts it is gone! Batman scans himself and as he fears there are strange readings. It is part of him now. More disturbing is that he feels completely fine as if nothing has happened.




Scenerio Three: Evidence

  Scenario: 6 briefcases worth of documents are stashed in the area around Gotham. The GCPD has been tipped off about their location and Gl...