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

  1. None

  2. None

  3. None

  4. None

  5. Road

  6. Road

  7. Road

  8. River

  9. River

  10. Road & River

If Road, roll 1d10

  1. Dead End Road

  2. Dead End Road

  3. Straight Road

  4. Straight Road

  5. L-Shaped Road

  6. L-Shaped Road

  7. Dog Leg Pass

  8. Dog Leg Pass

  9. T-Intersection

  10. Crossroads

If River, roll 1d10

  1. N/S River

  2. N/S River

  3. E/W River

  4. E/W River

  5. NW/SE River

  6. NW/SE River

  7. SW/NE River

  8. SW/NE River

  9. Confluence

  10. 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:

  1. Cover

  2. Cover

  3. Cover

  4. Hard Cover

  5. Hard Cover

  6. Hard Cover

  7. Structure

  8. Structure

  9. Structure

  10.  Large Structure


Natural:

  1. Impassable

  2. Rough, No Cover

  3. Rough, No Cover

  4. Rough, Cover

  5. Rough, Cover

  6. Rough, Cover

  7. Cover

  8. Cover

  9. Hard Cover

  10. 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:


Hard Cover

+3

Cover

+2

Rough + Cover

+1

Rough + No Cover

-1

Impassable

-2

Elevation

+1


Example



-


-

Imp.

-2

R/N

-1

HC

+3

C

+2

HC

+3

*S*

+3

C

+2

-

-

C

+2

-

HC

+3

HC

+3

S

+3

-

-

C

+2

R/N

-1

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.


Comments

Popular posts from this blog

Battle Report: Sortie from Castillo San Marcos

Board Setup in Blood & Plunder

A Firelock Games Quartermaster at DieCon 26