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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.