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🗺 Map Cord Card System
The Map Cord Card system determines spawn locations within a scenario map.
It exists to:
- Increase replayability
- Create spawn unpredictability
- Prevent memorization of enemy positions
- Maintain tactical variation between runs
📦 Components
- 12 different Map Cord Cards
- Each card contains a unique numbered layout (1–12)
- The map is divided into a 4×3 grid (12 sectors total)
Each numbered space represents a potential spawn sector.
🎲 Initial Setup
At the start of a scenario:
- Roll 1× D12
- Select the Map Cord Card matching that number
- Use that layout for all spawn references during the scenario
This card becomes the active spawn reference for that playthrough.
🧭 How It Works
The scenario map is divided into:
- 4 columns
- 3 rows
- 12 total grid sectors
When the game instructs:
“Spawn enemy in sector X”
You locate the number X on the active Map Cord Card.
That grid position is where the enemy appears.
⚔ Event-Based Spawns
If an Event Card or Event Table result instructs:
- “Spawn enemy”
- “Spawn reinforcement”
- “Spawn object”
- “Spawn hazard”
You roll 1× D12 and use the Map Cord Card layout to determine the exact spawn sector.
This ensures:
- Events remain unpredictable
- Reinforcements feel dynamic
- The battlefield evolves naturally
📖 Scenario Override Rule
Some scenarios may:
- Provide a fixed Map Cord layout
- Specify exact spawn locations
- Restrict spawn zones
If the Scenario Rules specify a layout:
➡ Ignore the random Map Cord roll
➡ Use the layout defined by the scenario
Scenario-specific design always overrides random generation.
🎯 Design Purpose
The Map Cord Card system:
- Prevents static enemy memorization
- Encourages tactical adaptation
- Makes repeated runs feel fresh
- Supports the Event System
- Keeps scenario design flexible
Even when the map stays the same…
The battlefield never does.