I came up with a new idea today that I think works much better.
Faction:
Pit Fiends
Army Points:
4
Special Unit:
Cerberus
Spells per Turn:
2
Use: During
your Spell phase.
Effect: One
friendly ranged unit may attack up to two additional times this turn. Each attack must be against a different
target and each attack costs one Movement Point.
|
Faction:
Faerie Kingdoms
Army Points:
5
Special Unit:
Sprite
Spells per Turn:
2
Use: During
your Spell phase.
Effect: One
friendly unit gains +1 Speed and ignores all terrain effects on movement
until end of turn.
|
Faction:
Mountain Clan
Army Points:
4
Special Unit:
Cyclops
Spells per Turn:
2
All friendly units treat Mountains and Hills as
Plains for the purposes of movement.
|
Faction:
Sylvan
Army Points:
6
Special Unit:
Dryad
Spells per Turn:
3
Whenever a friendly unit is Destroyed the attacker
gains one extra Gold.
|
Faction:
Forged Ones
Army Points: 6
Special Unit:
Golem
Spells per Turn:
2
All friendly units must pay two Movement Points instead
of one to make an attack. Any unit with
only one Movement Point may still attack if it did not move during its turn.
|
Faction:
The Legion
Army Points: 3
Special Unit:
Paladin
Spells per Turn:
1
Any friendly unit that is adjacent to one or more
other friendly units gains +1 Strength.
|
Faction: Cabal of Blood
Army Points: 4
Special Unit:
Vampire
Spells per Turn:
2
Any time your Vampire is Stunned or Destroyed you
may Stun one of your units that is not currently Stunned to negate the effect
on your Vampire.
|
Faction: Warlock’s
Conclave
Army Points: 5
Special Unit:
Pyromage
Spells per Turn:
4
All friendly units take a -1 Strength penalty during
enemy turns.
|
Faction: Things
from the Deep
Army Points:
3
Special Unit:
Horror
Spells per Turn:
2
After an opponent draws Spell(s) during their
Production phase they must choose and discard a Spell.
|
Faction: Northern
Tribes
Army Points:
4
Special Unit:
Yeti
Spells per Turn:
1
Friendly units do not pay any Movement Points at all
for any Water spaces they enter and also do not pay the additional Movement
Point cost associated with leaving Water spaces.
|
Faction:
Golden Mercenaries
Army Points:
0
Special Unit:
None
Spells per Turn:
2
Your army consists of one of each of the following
units: Elf, Dwarf, Centaur, Worg,
Ogre, Unicorn, Dragon.
|
Faction: Iron
Knights
Army Points:
0
Special Unit:
None
Spells per Turn:
2
Your army consists of one of each of the following
units: Elf, Dwarf, Centaur, Worg,
Ogre, Unicorn, Dragon.
|
The idea behind all these new factions is that each player chooses a faction and doing so gives them a special unit with special rules, a bonus or penalty and also determines how many Spells per turn they get and how many points they have to spend on the rest of their army. Overall I think each of these factions is balanced (with the caveat that I haven't tested them properly) and they will certainly give a unique feel to each game. The last two factions (Golden Mercenaries and Iron Knights) are there so that new players have an easy introduction that is built right into the expert version of the game. A new player can be handed those factions and they don't have to worry about special unit rules or unique abilities and their army is prebuilt. Assuming I have the balance right the newbie factions should be just as powerful as the specialized ones, just less involved.
Hopefully the new layout will mean that experts can have all kinds of interesting matchups and designs but the physical piece requirements should be minimal. I can just make one copy of each of the special units and give them all the same colour since only two will be on the board at any given point. Below is the list of the special units including the point costs I assigned them. The point costs are placed on a scale where normal units cost either 0, 1 or 2.
Special
Units
|
Strength
|
Speed
|
Type
|
Point Cost
|
Ability
|
Sprite
|
0
|
4
|
Ranged
|
0
|
Flying
|
Dryad
|
1
|
4
|
Melee
|
1
|
Stealth
|
Cyclops
|
2
|
3
|
Ranged
|
1.5
|
Attacker
|
Golem
|
3
|
3
|
Melee
|
2.5
|
Stand Firm
|
Cerberus
|
2
|
4
|
Ranged
|
1
|
Short
Range
|
Paladin
|
2
|
3
|
Melee
|
2
|
Healer
|
Vampire
|
1
|
5
|
Melee
|
2.5
|
Double
Strike
|
Horror
|
2
|
4
|
Ranged
|
2
|
Fear
|
Yeti
|
1
|
5
|
Melee
|
1.5
|
Defender
|
Pyromage
|
1
|
5
|
Ranged
|
1.5
|
Immolate
|
Descriptions
of Special Powers:
Flying: The unit treats all terrain as Plains for the purposes of movement.
Stealth: The unit cannot be affected
by any enemy Spell or Artifact effects.
Attacks made by this unit may not be affected by any enemy Spell or
Artifact effects.
Attacker: The unit gains + 1 Strength while attacking.
Attacker: The unit gains + 1 Strength while attacking.
Stand
Firm: The
unit may not be pushed or moved by any unit, spell or artifact. It is only moved when it is Destroyed and is
put back in the Fortress.
Short
Range: The
unit may only make attacks against adjacent units.
Healer: The unit and any friendly units that are adjacent or sharing the Fortress remove their Stun condition during your Spell phase. They may act as normal.
Double Strike: The unit may make two attacks on its turn. The second attack comes directly after the first and does not cost Movement Points.
Fear: When this unit successfully Hits an enemy unit the enemy unit is Pushed 1 space in addition to the normal effect of the attack.
Defender: The unit gains + 1 Strength while it is being attacked.
Healer: The unit and any friendly units that are adjacent or sharing the Fortress remove their Stun condition during your Spell phase. They may act as normal.
Double Strike: The unit may make two attacks on its turn. The second attack comes directly after the first and does not cost Movement Points.
Fear: When this unit successfully Hits an enemy unit the enemy unit is Pushed 1 space in addition to the normal effect of the attack.
Defender: The unit gains + 1 Strength while it is being attacked.
Immolate: When the unit successfully
Hits an enemy unit which has a Strength of 1 or less the enemy unit is
automatically Destroyed.
Spells per turn?
ReplyDeleteOn each turn in my original design you drew 1 Spell per turn. Recently I changed it to 2 Spells per turn and made most Spells require a discard to cast. Now how many Spells per turn you get is determined by your faction. Mostly they give you 2 Spells per turn (equivalent to 1/turn in the old system) but some give you more or less.
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