Blood & Plunder Board Generator
Using this board generator requires only a d10 and deck of cards (both of which are required to play Blood & Plunder)
To Start, split the board into 20 squares in a 5x4 grid:
Rivers & Roads
Roll 1d10 to determine if a river and/or a road is included on the map
None
None
None
None
Road
Road
Road
River
River
Road & River
If Road, roll 1d10
Dead End Road
Dead End Road
Straight Road
Straight Road
L-Shaped Road
L-Shaped Road
Dog Leg Pass
Dog Leg Pass
T-Intersection
Crossroads
If River, roll 1d10
N/S River
N/S River
E/W River
E/W River
NW/SE River
NW/SE River
SW/NE River
SW/NE River
Confluence
Confluence
Terrain Generation
Using the activation deck, create a deck of the following cards
3 Red Face cards
3 Red Number cards
4 Black Number cards
Shuffle the deck and lay a card face down in each grid on the top half of the board.
Flip each card face up and follow the step below depending on the type of card:
Black - Nothing
Red Face - Man-made terrain feature
Red Number - Natural terrain feature
For each card representing a terrain feature, roll 1d10 on its corresponding table to determine what kind of terrain is located in its grid:
Man-made:
Cover
Cover
Cover
Hard Cover
Hard Cover
Hard Cover
Structure
Structure
Structure
Large Structure
Natural:
Impassable
Rough, No Cover
Rough, No Cover
Rough, Cover
Rough, Cover
Rough, Cover
Cover
Cover
Hard Cover
Elevation & Roll Again
Types of Terrain:
Man-made
Cover
Fences
Scattered Crates/Barrels
Hard Cover
Stone Walls
Barricades
Structure
Natural
Impassable
Deep Water
Fast Water
Burning Area
Dense Jungle
Rough, No Cover
Loose Sand
Rocky Ground
Shallow Water
Rough, Cover
Light Jungle
Rocky Shoreline
Dense Undergrowth
Farm Fields
Cover
Tall Grass
Sparse Jungle
Lone Tree
Fallen Tree
Hard Cover
Large Rocks
Dense Tree Line
Ledges
Elevation
Hills
River and Road Intersection and Structure Orientation
If a river intersects a road, roll 1d10 to see the type of crossing:
1-2 Ford
3-8 Bridge (Cover)
9-10 Bridge (Hard Cover)
If a river intersects an empty square, roll 1d10 to see if there is a shallow crossing:
1-6 None
7-10 Shallow Crossing
If a structure is placed next to a road, it will orient toward the road, otherwise roll 1d10 for where the main entrance faces:
1 - N
2 - NE
3 - E
4 - SE
5 - S
6 - SW
7 - W
8 - NW
9 - Reroll
10 - Reroll
Balancing the Board
Separate the board into two halves at top/bottom and left/right. (Don’t include the center row in the left/right calculation)
Using the following table, add the total for terrain cost for each half of the board:
Example
Left: 10
Right: 11
Top: 7(+3)
Bottom 12
The goal is to have the left and right side of the board within 3 points as well as the top and bottom. If any half is 3 or more lower points lower than its opposite half we will make an adjustment to try to bring that half of the board within 3 points of the other half.
Prioritize adding terrain to a blank square. In the example above, the left side of the board has a score of 10 while the right has a score of 11. The top of the board had a score of 7 while the bottom had a score of 12. To bump the score of the top half of the board we added a structure to the blank square in the center of the board (highlighted in red). This brings the top half score to 10 and the bottom half to 12 while not affecting the left or right side of the board.

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