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Equipment:
1 Game board.
1 Biome board.
32 Dice (16 Attack dice, 16 Defence dice).
40 Commander trait cards (28 Positive, 12 Negative).
50 Biome cards.
4 Unit decks (35 cards per deck).
Each deck contains: [9x Basic infantry, 3x Healer, 3x General, 3x
Infiltrator, 3x Fodder, 3x Ranged, 3x Defender, 3x Siege, 3x Magic,
2x Hero].
Attack dice
The attack dice is the dice that is to be rolled when
attacking an opposing army. An attack takes place after a
commander finishes his/her moving phase. To attack an
opposing army the attacking commander must control at
least one unit that is in range to attack an opponents
army (on an adjacent region). When an attack takes place
the attacker must take 2 attack dice (These are the dice
marked with swords) for the first unit that is attacking
then an additional 1 attack dice for each other attacking
unit that is able to attack.
Other factors will affect the amount of attack dice rolled in
attacks such as any unit or biome cards that may allow
you to roll additional or less dice.
After you have worked out the amount of dice needed to
roll and rolled them, you count up the amount of symbols
that can be seen from the side of the dice facing upwards
then that total is the amount of damage being dealt.
Defence dice
The defence dice is the opposite of its attacking
counterpart. This dice is to be rolled when defending
against an opposing army. A defence takes place when an
opposing commander declares an attack on one of your
armies. To defending against an opposing army the
defending commander must control at least one unit that
is capable of defending otherwise the attacking army will
automatically kill all the units unable to defend. When an
attack takes place the defender must take 1 defence dice
(These are the dice marked with shields) for each unit that
is able to defend.
Biome cards
Biome cards are the cards that make up the biome deck
and can be identified by the text saying 'Biomes' on the
reverse of the card. There should be 50 in total (Excluding
the Capital cards).
The biome cards are an important part of the game as this
is the way you will be gaining extra benefits in your
Capital cards
Capital cards are special biome cards that are to be placed
onto the biome board at the start of the game. The capital
cards represent each commanders starting region. When
the capital card is placed onto the biome board each
commander will then instantly own that region.
To marked an owned region place a banner tile of that
commanders colour onto the biome on the biome board.
Unit decks
There are four unit decks in the game consisting of the
four different races; Elves, Dwarves, Humans and
Monsters. Each of these decks consists of mostly the same
cards with the variation being in the different Heroes each
race has.
Each unit deck consists of 35 cards with the following
being in each: 9x Basic Infantry, 3x Healer, 3x General, 3x
Infiltrator, 3x Fodder, 3x Ranged, 3x Defender, 3x Siege,
3x Magic, 2x Hero.
The unit decks are a vital part of the game as this is where
each commander will draw there unit cards that they will
deploy onto the game board. Starting at the top left of the
card is the name of the card. This part of the card helps
identify what race each card belongs to and adds flavour
Unit tiles
The unit tiles are used to represent the locations each unit
is deployed. When you play a unit card you find the
respective unit tile and place that tile onto the region that
unit was deployed. Each region may only have up to 8 unit
tiles on it.
If you have no more unit tiles for a card in your hand you
cannot play that card until a tile becomes available for the
card.
Outpost/fortification tiles
Outpost/fortification tiles are tiles that are placed onto the
biome board to represent which regions have outposts or
fortifications built upon them.
Banner tiles
The banner tiles allow each commander to mark on the
biome board which regions they own. Each commander
will have a colour of banner assigned to them depending
on which race they chose. Banner tiles are only placed
onto the regions that commander controls. A banner tile is
instantly placed onto that commanders capital when the
game starts. There are 30 banner tiles for each of the 4
races.
Coins
There are 3 different types of coin in the game; bronze
10G, silver 30G and gold 50G. Each of these coins
represents how much they are worth. When a commander
gets enough coins to trade up to the next tier of coin they
must do so. Coins are important for playing unit cards,
buying regions and various other things. Coins are usually
spent on the Build & Buy step and are earned on the
calculation step. They are also used to activate some
abilities of cards as an additional cost. There are 72 coins
in total with 18 bronze, 36 silver, and 18 gold. When a coin
is earned it is taken from the bank and placed with that
commander into that commanders treasury. When a coin
is spent it is put back into the bank. The bank is the name
of the location where all the coins are. The treasury is the
name of each commanders coin location. When there is no
more coins available commanders must wait for more to
come available to them to earn.
Working out Gold earned: To work out how much gold
Game mechanics
Drawing cards
A commander is to draw the top card of his or her deck at
the beginning of each of their turns with the exception
that the commander who goes first doesn't draw a card.
There are various cards that allow commanders to draw
cards at different points in the game and some cards that
allow more than one card to be drawn. A commander may
not draw a card from any other commanders deck unless
instructed to on a card.
Each commander can hold a maximum of 6 cards in their
hand and if their hand exceeds this when it comes to their
next end step they must discard 2 cards into their used
pile.
Used pile
The used pile is where each commander puts their cards
after playing them or discarding. This allows the
commander to then shuffle the used cards back into their
deck if they run out or a card instructs them too.
Moving
On their turn, each commander has an opportunity to
move any deployed units they currently control on to any
adjacent regions to that unit. Moving allows the
commander to move around and explore the other regions
to find a good location to defend or to get to the
opponents capital.
Priority
The priority order is the order in that units will be killed in
battle. When a commander is choosing what unit to kill
they must choose from the units that have the highest
priority. If none of the units with the highest priority are
valid targets then that commander can choose from
whatever the highest valid priority is. Some cards allow
the priority order to be reversed so units with priority 3
become higher priority than those with priority 1.
Terraforming
Buying regions
Buying regions allows the commander to expand his/her
empire and control more regions. Buying regions has
many benefits such as travelling for free, controlling
biomes and being able to build fortifications and outposts.
To buy a region a commander must move a unit onto the
desired region then pay the gold cost for that region.
Regions costs change depending on the location. Regions
adjacent to your capital cost 30g to buy, regions then cost
+ 20g for each region between the one your buying and
the capital. (The regions between are measured in the
quickest route to the capital). Some cards may change the
price of a region; make sure to include this when working
Building fortifications
To build a fortification a commander must have a unit on
the region that they want to build the fortification on and
pay the gold cost of 30g. Building a fortification grants an
extra 3 defence dice when that region is being attacked. If
a region has an outpost already built on that region a
fortification cannot also be built on that region unless you
choose to remove the outpost. Building a fortification on a
region with a outpost on it is a good way to free up an
outpost slot so it can be built in another place. There is no
limit to the amount of fortifications you can have but you
may only have one per region. If you lose a region to a
successful attack the fortification on that region is also
lost. If an opponent moves onto an uninhabited region
with a fortification on then that fortification will also be
destroyed. Certain cards may change the cost of a
fortification.
Building outposts
To build an outpost a commander must have a unit on the
region that they want to build the outpost on and pay the
gold cost of 50g + 10g for each region it is away from the
nearest outpost/capital you control. Building an outpost
allows that commander to deploy their units on the region
with the outpost. The outpost also grants an extra 2
defence dice when that region is being attacked. If a
region has a fortification is already built on that region an
outpost may be built with a 10G reduction in price
however the fortification will be destroyed. There is a limit
Card Rulings
The player who goes first skips his/her first draw phase.
Some cards that have abilities that cost gold to activate