Batman: Gotham City Chronicles
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BGCC_ArkhamAsylum_booklet_EN.indb 1 24/01/2019 12:13:36 , BATSY! A “AHA, Batsy! PsssTt… ! Come closer… HAWe finally meet again! I’ll tell you about my next great escape… And what a surprise to see you! Well, maybe not. I know you better than you Y’know, it’s funny…This situation. It reminds know yourself, after all! And now people will me of a joke… finally understand that we’re not so different, you and I. See, there were two patients wanting to Ha ha! escape from the madhouse. One says to the Ha !! That’s the best joke of the day. other, What is it? Bat got your tongue? “If the warden is on the right, we go left. If he’s H on the left, we sneak to the right.” Ha ha a !!! ! Later that night, the second patient tells the HA other, Speaking of jokes, here’s a good one, What do bats and clowns have in common? “The plan’s not gonna work. We can’t escape! I don’t see the warden anywhere!” Don’t know!? Eh, I don’t know either… HAha!!!! Ah! Now that you bring it up, I’m delighted Ha ha you chose to share my room. Make yourself HA HAha! comfortable, Batsy. Unpack your things. haHa !!! I’ll clear a shelf in the wardrobe for your capes. Ha Anyway… I’ll explain my new plan— a plan you can only truly appreciate when you consi- You’ll see they take good care of you here. The der the fact that we’re both out of our minds! food isn’t bad. On Mondays, we’re treated to Gotham City’s gonna fall down laughing when blue pills that melt under your tongue. And they get a load of us! Thursdays it’s all sweet and salty red caps. But be warned Bats, the fat cook gets lazy on But I don’t want anyone else to hear, so bring weekends and then it’s nothing but leftovers your pointy ears closer, and I’ll whisper it to and indigestion! you. I’m going to… no, no, we’re going to show the whole world that they’re not so sane and that H the only difference between us and them is… ha aH One…Bad…Day. A HAh a !!!!! ! Oh, and how lucky you are to be seeing so many old friends. HaHaha!!! ! HA ha ha!!!! And they’ll be thrilled to see you. But don’t Ha worry, I’ll keep an eye on you. You’ve got nothing to fear if you follow the Clown Prince’s advice. Which, by the way —I’m not sure—but I think SsshHh… ! They’re coming...” that’s me. ARKHAM ASYLUM This expansion is dedicated to the villains and their sordid world of crime. It’s for this reason that players will move between Arkham Asylum and The Joker Funhouse. I * MISSIONS .....................................................................................................................................................................P.3 II * GAME BOARDS RULES ............................................................................................................................................P.21 L _J 2 BGCC_ArkhamAsylum_booklet_EN.indb 2 24/01/2019 12:13:40 I. MISSIONS ARKHAM ASYLUM ARKHAM ASYLUM RIOT P.4 HAha!!!! EXPERIMENTS IN THE MADHOUSE P.6 Ha ha HA HA ha! P.8 haHa !! SEEING DOUBLE ~ Ha! \ \ \ \ 1 THE JOKER FUNHOUSE 1 1 1 A FRIEND IN NEED P.10 i I' I ' P.14 I COME ONE, COME ALL! ,I AMUSEMENT MILE P.16 BATMOBILE THE CHALLENGE P.18 3 BGCC_ArkhamAsylum_booklet_EN.indb 3 24/01/2019 12:13:45 ARKHAM ASYLUM RIOT Batman, you’re needed at Arkham Asylum! Thanks to Victor Zsasz and Clayface, the worst of the worst are free from their cages. The facility is locked down, but the riot is full-blown. A handful of guards man- aged to survive the onslaught and are hiding out as best as they can. But… I don’t think they’ve got much st time. If you can get in there and find them, they should be able to lend a hand. My men are on their way, 1 but they won’t be able to contain this threat without you. Please hurry; we cannot let these freaks claim more innocent lives. 3rd 2nd 2nd 3rd 1st END-GAME CONDITIONS at the end of hero Turn 6, the game ends - the current step is *Check End-game Conditions 1 of turn 6 the heroes have taken control of the asylum - 1 reinforcement token *remains on the board 6 VICTORY CONDITIONS HEROES: the heroes have taken control of the asylum - 1 rein- *forcement token remains on the board VILLAIN: the asylum is in the hands of its patients - 2 or more *reinforcement tokens remain on the board 4 BGCC_ArkhamAsylum_booklet_EN.indb 4 24/01/2019 12:13:53 3 st 8 3 1 HERO 5 BATMAN BATMAN X4 MINIATURES X3 MINIATURES X1 MINIATURES X4 MINIATURES 2nd HERO MONTOYA X3 MINIATURES X1 MINIATURES X4 MINIATURES SERVICE GUN, TONFA BULLOCK 1 0 REINFORCEMENT POINT + GROUP DELIRIUM: SECTOR: a sector is a set of areas highlighted on the the heroes choose an area and immediately setup diagram. At the beginning of the game, there is a perform a character activation with each of the reinforcement point in each sector. SERVICE villain’s characters there. During these activa- REVOLVER tions, the heroes ignore all Spend Energy Cubes SUPPORT FROM THE GUARDS: during setup, a hero with rd steps. the henchman command skill must choose the Guards 3 1 HERO ==========~.. _..,r=:::::;:= . • as their friendly tile. No matter what the skill level is, it ,- .. • I • ,. ' ' .. .. .. is set at 2. KATANA -· .... .. • 1 ' '. "' ., .. ., ' . ... ... .. TAKE BACK THE ASYLUM: during the Trigger the End of the Heroes’ Turn Effects step, the heroes check to see if ' .. 1 < - . .- the following two conditions have been met in each sec- ..... ~ ,1 • - ,, ' .- .. KATANA . < < tor that doesn’t belong to them: ,.,.,. - no villain miniatures are located in the sector < • ., ., < ... - at least one miniature from the heroes’ side is located NIGHTWING < < .. ' ., " .. .., ' . • • in the sector < ... •• < ~ ,.., If both of these conditions are met, then the heroes have .,, ... .., • ' . <. taken control of the sector. To indicate this, they remove 1 .. .. .. .. • . the reinforcement token from this sector. BATON X2 EVENT TILE ACTIVATION: during their turn, the villain does RESCUE THE GUARDS: when the heroes take control of a AZRAEL not activate the event tile in the usual manner. Instead, sector, if 3 Guards or fewer are in play, then the heroes the following exceptions apply: place a Guard in the same area as the reinforcement - they cannot activate the event tile if it is not located in token that was just removed. These Guards are char- position 1 on the river acters of the friendly Guards tile and follow the same - they must activate the event tile if it is in position 1 on rules of activation. FLAMING the river SWORD - the villain does not spend any energy cubes activating CONSTANT REINFORCEMENTS: during the event tile the Upkeep Villain step, they can - activation of the event tile is a free activation, it is not bring up to 3 reinforcement considered as a first or second activated tile miniatures into play, with a - the villain must trigger the Group Delirium event maximum of one minia- - if the villain makes a tile activation that pushes the ture per reinforcement event tile into position 1, they must finish the current area. activation before activating the event tile BGCC_ArkhamAsylum_booklet_EN.indb 5 24/01/2019 12:14:02 EXPERIMENTS IN THE MADHOUSE Though this should come as no surprise, all is not well in Arkham Asylum. Professor Pyg and Hugo Strange have escaped their cells and assumed control of the west wing of the facility. They’ve managed to con- coct a vicious substance and are experimenting on the more vulnerable patients. Though many residents st of the asylum probably deserve much worse, not all of them are evil criminal masterminds. You must find 1 the documents that outline the substance’s creation. With that, we may be able to create an antidote and save these poor souls. 1st 1 1 1 ASYLUM ENTRANCE nd 2 3 2 2 2 2nd 6 END-GAME CONDITIONS 3 at the end of hero Turn 6, the game ends - the current step is *Check End-game Conditions 1 of turn 6 MUTATION the heroes have obtained enough information about the toxic sub- *stance - 4 safes have been opened 5 VICTORY CONDITIONS SAFE HEROES: the heroes have obtained enough information about *the toxic substance in order to create the antidote - 4 safes have 2 been opened 5 VILLAIN: it is too late to treat the patients affected by the *experiments - fewer than 4 safes have been opened CLOSED DOOR 6 BGCC_ArkhamAsylum_booklet_EN.indb 6 24/01/2019 12:14:13 4 st 7 3 1 HERO 5 BATMAN MEDKIT BATMAN X3 MINIATURES X3 MINIATURES X1 MINIATURES MEDKIT MONTOYA X3 MINIATURES X1 MINIATURES SERVICE GUN, TONFA, HACKING X3 MINIATURES EQUIPMENT 2nd HERO CATWOMAN 1 3 REINFORCEMENT POINTS the doors. To do so, they perform a complex thought of difficulty 3. The hacking skill is taken into account. If suc- cessful, the heroes remove the computer miniature from 2 3 REINFORCEMENT POINTS + ACTIVATE THE the board to indicate that it has been hacked. MUTATION: the villain selects a non-neutralized CLAWS, tile from the river and places a Mutation token THE DOORS OPEN: when computer 1 on the setup diagram MEDKIT on it. is removed from the board, the heroes remove all the CATWOMAN Closed Door 1 tokens from the board as well. When computer 2 is removed from the board, the heroes remove all the Closed Door 2 tokens from the board as well.