Here are are the overall rules for the Missions we will be playing for Dec. 8th tournament
Disclamier:
The Mission Deck (YAMS) for Infinity we use is mostly the works of various members from the Infinity Forum, most prominent of which is IJW, slightly adjusted by myself (backgrounds, maybe a typo here and there). IJW created and tweaked these to be what they are today, for tournaments and friendly games. For more information and insight on this individual and his amazing contributions to the Infinity Community please visit
http://wargamingtrader.com.
Here are the core of the rules associated with using the YAMS mission deck written by IJW (wargamingtrader)
Overview
At the start of the game, each player draws a number of objective cards and then chooses some of them to discard. During the game and at the end of the game, different objective cards are revealed as their conditions are met. Each card revealed in this way is worth 1VP.
Pick Armies, Select Cards
After choosing their army list each player randomly picks 4 cards from their pile of objective cards and discards 1 of their choice leaving them with 3 objectives, each worth one
VP. These cards are kept secret, the other player does not know your objectives!
LT Rolls, Place Civilian & Crate
Roll for initiative/deployment as normal. The player that gets deployment should place the Civilian and Crate before any models are deployed. Place the Civilian on the center line of the table,
d20” from the left table edge and the Crate
d20” in from the opposite table edge, also on the center line, the civilian should be placed so as to maximize its
LoF (typically this means its back is towards the nearest board edge). When deploying their main force, each player must also deploy a flag/
HQ marker in their deployment zone. This is the size and shape of a 25mm base, has ARM0 and BTS0 and is destroyed by any failed
ARM or
BTS roll. It cannot be moved and counts as having
CH: Camouflage against shooting. Deploy reserve models as normal.
Important note - models cannot deploy with the Civvie or Crate within their 8” ZoC.
Double-Or-Quits, Start Game
Starting with the player who will get first turn, each player can announce ʻdouble or- quitsʼ. They then reveal one of their objective cards (if they called for doubles) or no objective cards (if they called quits). If the revealed conditions are achieved, this card is worth 2VP instead of 1VP. Ambush cards are then played, starting with the first player. Start the game as normal.
Game length is four turns on 4x4ʼ tables.
Notes
Civvie
■ The Civilian always begins neutral.
■ It CANNOT be shot at unless it is synched to an enemy model.
■ Once synched to an enemy model it counts as an enemy model for
AROs, deployable equipment and Impetuous moves.
■ Anyone can attack the Civvie in close combat.
■ Models cannot deploy with the Civvie in their
ZoC.
Crate
■ The crate cannot be moved or destroyed (except by Tic Tic Boom mission).
■ Models cannot deploy with the Crate in their
ZoC.
Specific Mission Notes
Triangulation
■ Each model carries a single beacon.
Tic Tic Boom
■ Each model carries a single explosive charge
General
■ ʻCannot be done in the first turnʼ cards canʼt be used at all in the first game
turn.
The Missions from the YAMS deck we will be using for each match are the following:
Advance
Ambush
Blockade
Capture
Capture the Flag
Catch the Pigeon
Collect
Infiltrate
Kill the Boffin
Kill the Leader
Kill the Pigeon
Mapping
Mystery Box
Only One
TicTic Boom!
Triangulate
Flags, Crates, and Civilian models will be provided for all participants
IMPORTANT: Tabling of your opponent will NOT net you full objective points, you will however be allowed 1 turn (if less then 4 turns have been played) to complete any objectives you can before your forces are extracted from the mission location.
Ties will be handled by points remaining from each game and lastly points killed beyond the mission objective points