IntroductionLong before I started this blog, we sometimes played the Doctor Who Miniatures Game (DWMG) at my local games club in Helensburgh. Each time we did this, I always felt that it hadn't worked quite as well as I had wished. This is in no way a fault of the rules, but rather because most of the published scenarios are for small forces and therefore are not really suitable for the 6 or more players typically wishing to participate in my games.
Eventually, succumbing to pressure from my son and others, I revisited this. I remembered a very grand scenario, designed for conventions: "The Five Doctors". Now this is a bit beyond my resources, requiring as it does a large tower, cliffs with caves, mountains with traversing ropes, 5 doctors plus assorted gamesmaster-controlled monsters and so on. However, maybe I could take the basic concept and adapt it to my needs...
The ScenarioThe Master is up to his old tricks again. Somehow he's got hold of a device that is scooping random groups of aliens from all over time and space and depositing these creatures in a desolate, icy, ruined city. Why? I don't know - maybe he just likes to mess with things? Anyway, amongst the groups thus displaced are 3 incarnations of the Doctor, each with some companions.
- The Master is at the centre of the table, very much in control of events. To fly away with the Tardis, one of the Doctors must approach him and win an opposed intelligence test. No companions are allowed for this challenge; the Master automatically hypnotises them into inaction when they come close.
- To get to the Master, a team must deactivate one of the force fields. This requires an intelligence test with a -6 modifier. Each scientist companion present gives a bonus of +2 to whoever is taking the test.
- Each force field is assigned a colour. Scattered around the table are a number of face-down clues, most of which have a coloured dot on them. For each matching clue held by a team, a bonus of +2 is granted when trying to deactivate the matching force field.
- A few of the "clues" are marked as encounters with monsters, rather than coloured dots.
- The Angels are just statues (i.e. they're not monsters) - but the players don't know that. Ain't I a stinker?! They cannot be activated or damaged in any way.
- I didn't have a single game mat large enough for my plans, so there is a snow field to the west of the ruins; the remainder of the terrain is arid.
- There are 3 locations where supplies are present and inventions may be attempted: the hut to the east, the pile of crates to the west and the cockpit of the crashed spacecraft to the north.
- Each team would be dealt 3 random event cards, as per normal in DWMG.
The Game: At The Beginning
Meanwhile, Team Tennant had been merrily collecting clues, quite unthreatened by anything. Sadly for them, they just couldn't find matching sets. By the end they had collected exactly one clue for each of the 4 possible colours.
Eventually the 2 daleks managed to get in range of Sarah Jane and opened fire. They would probably have hit too, but Team Tennant avoided that by playing a Wildly Inaccurate card at an opportune moment.
The Middle Game
InventionsBoth Team Tennant (working in the shed) and Team Smith (in the wrecked spacecraft) now came up with inventions. Oddly enough, they both identified the Achilles heel in the plans of a group of monsters!
The End Game
And what of Team Pertwee? The 3rd Doctor and K-9 were still assisting the wounded Jo Grant through the ruins, pursued doggedly by 2 Sontaran warriors (the 3rd one never did regain consciousness after the booby trap). Occasionally the Sontarans would have a clear line of sight, but the odd long range shot only managed to scratch K-9's paintwork.