The Pre-Game Sequence
The sequence takes 5 distinct stages -
A - Scenario selection - Either chosen by agreement with your opponent, designated by your own campaign rules or roll on the chart to determine which of the scenarios you'll be playing.
- Chance Encounter
- Secure the Area
B - Urban Furniture - In this phase each player generates the number of Sewer and Lamp posts they can place on the table.
Sewers can be placed anywhere on the gameboard as long as they're not within 5cm of a board edge or 20cm of another sewer marker (of either players) - they can even be placed on upper floors of buildings.
Lamp posts have the same placement restrictions as sewers (5cm/20cm) and can also be placed on upper floors. Note that lamplight does not pass through walls (even if a window is present ). Unlike sewers, lamp posts can be damaged. They have defense 2 and any damage destroys it - including ping, crossfire, and 'just a scratch'.
C- Crew - Divid your crew into two groups as evenly as possible, the player with the most models deploys one of their groups first, then alternate until all models are deployed. Important to remember is that any model may be deployed Crouching at the start of the game.
D- Objectives - Each player supplies his own objectives and can choose three of those to use in the game. No objective can be placed within 5cm of the board edge, nor within 10cm of any other marker (of any type), and cannot be within 10cm of your own deployment zone. Each type has its own benefits and additional deployment restrictions which may or may not be altered by the scenario being played. Objective markers must be placed on the "floor" of the game board, they may not be placed on any scenpgraphic element. The standard ones are:-
To control an objective you must have a model in base contact with it and there mustn't be an enemy model in base contact with either the objective OR your model. Controlled objectives give VP's deending on their type, Loot and Riddles may be claimed by either side but Ammo and Titan only give VP's to the owning crew (enemy models may still manipulate them however).
KO'd models cannot contest objectives (and will drop any carried eg loot).
Loot - In addition to the standard placement rules Loot cannot be placed within 20cm of the enemy and either deployment zone. This means it will usually be in "no-mans land". Loot gives 1 VP to the player controlling it at the end of the round, a model can also spend 1MC to pick the loot. When carrying the models movement is "impaired" unless they spend another 1MC to do so.
Riddle - When you choose the Riddle objective you actually get to place two markers. Riddles have the same deployment restrictions as Loot counters. Riddles are a mixed bag for VP's as once you get to base contact and spend 1MC to manipulate you roll 1d6.
1 - You fail miserably, and actually LOSE 1 VP from your total.
2-3 - No, its just too difficult to work out, sorry nothing for you.
4-5 - Lucky guess, score 1 VP.
6 - You could outwit the Riddler himself, score 3 VP's
However if you're attempting to solve one of your opponents riddles your roll has an automatic -1 (so you're never going to get the full 3 VP but have more risk of the -1 VP).
Regardless of the result once attempted that Riddle marker is removed from play.
Ammo Crate - Also considered small obstacles (impair movement but also give cover from incoming fire), in addition to the standard deployment crates must be placed within the enemy deployment zone. Any model in base contact can spend 1MC to pull an ammo clip from the crate - this can replace a spent clip but not take a model over its beginning allowance. Ammo crates give 3 VP's to the owning player when they control it.
Titan Container - Shares the deployment rules of Ammo Crates (standard but in enemy deployment zone) and is also a small obstacle. Model in base contact can spend 1MC to extract a Titan Dose (see main rules for details). Titan Containers give 2 VP's to the owning player when they control it.
Knight Models have released other objective markers too (Safe's and Joker Gas Cannisters), but I'm just covering the standard ones here.
E- Start Playing - prepare the smack talk and take it to the streets!
"Wait, but how can I mess with the above?" I hear you cry. Well each player automatically gets 3 strategy points to spend on the Strategies chart (page 90 of the rulebook). Some characters will modify this further with skills like Strategist/Grand Strategist ( if you have multiple models with these skills they are cumulative - eg DK Bane has Strategist and AC Ra's has Grand Strategist, granting an additional 3 strategy points!).
Each Strategy has a points cost and an associated phase letter to designate when to play it - IMPORTANT NOTE - it has been FAQ'd that Strategy - Secret Objective should be amended to a 2 point cost and phase D.
Those wonderful people over at Crits kill People have helpful downloads of the scenario synopsis and handy strategy cards that you can print out for easy reference.