So what do we know?
I'll edit this original post with new or corrected info.
So what do we know?
I'll edit this original post with new or corrected info.
- Each player uses a "hero" unit. This is much like a ID in ANR. Has special powers and dictates hand size and initial card draw. Unlike ANR it is a full unit and must commit to battle each turn. If it dies, your opponent wins. There was mention of retreat mechanisms so you can keep him alive even with the force commit. The 7/7 on these cards are hand and resource. I am assuming the orange 7 is hand size.
- Each leader is a set squad (8 Cards). Kind of like a Star Wars PoD. So putting in a leader also adds other cards to the deck. After that though it is singles as per normal. So only the hero and its associated cards are "PoDs".
- This could indicate 2 things. 1, the heroes squad is forever linked to a hero. It appears there is a small icon above the faction symbol that might indicate a unit is part of a hero squad. Then we also have normal "loose" cards for deck building as we choose. The other option is that all cards are released as squads but you are only forced to include all squad members if you use the associated hero, otherwise you can mix as normal.
- There is no proof of card counts for the game. All we know is a Hero has 1 card and his squad makes 8 and can have multi copies. Looking at the spoiler it is easy to think 2 of each, but it could well be 3 of two cards and 2 of 2 cards for a total of 8.
- The faction wheel is pretty neat.. any faction can pair with the faction adjacent. From the 2 adjacent factions you may only choose one. (lame) Also the "base" faction that you work out adjacency form is the faction of your hero unit.
- There seams to be something similar to the story deck in Call of Cthulhu to represent the battlefield of the planets in the contested system the game is set. These appear to be separate to the player decks, again like in Cthulhu and are delt into a row of "battlefields". It is my hope that the same planet may have different battlefields as time goes on. This will give the sector a cohesive feel and add to the theme, as Planets will become "real" places in the players mind. If every planet card is unique then this will not happen.
- You may commit to any planet in the row delt out but only the left most (Player 1's left) will be resolved and any planet with a hero committed. Then the plants resolve in order. So going first will be a big deal as you dictate the battle order. I would expect cards to appear that allow you to futz with the battle order.. skipping or w/e. There is a lot about this area of the game we do not know. Are these cards removed after they resolve, do they stay there, if removed do they shift before being redelt, if the 1st planet is 1, are they numbered to 5 for order resolution.. etc etc
- I am still unclear here, but resources appear to not regen, but instead you have a pool that you can increase and persists bewteen turns.. kind of like ANR. At the end of all the battles you gain 4 resources (and 2 cards)
- Card draw is though effects, there is no default draw each turn. This is sorta mute though as after ALL battles are resolved in a turn all players draw 2 cards (and gain 4 credits)
- The planets seam to have 2 different struggles. Command and Combat. The three icons at the top represent that planet’s strategic value, whether military, economic, or technological. The first player to conquer 3 Planets with 3 matching symbols wins.
- There are two struggles at a planet. Battle and Command. The rewards for these are on the base of the planet cards. The numbers in the icons are for Command and you gain there effects when you win the command struggle. The square card looking shape means draw X cards, the number in the cog looking shape means gain X resources. Any hero at a location without another hero auto wins command (We think this auto win happens even if your oponant has other units at the location with command points?)
- The Battle rewards are printed in the text box and trigger for the victor (lone survivor, or oponant retreats)
- The combat resolution itself seams to consist of 2 steps. Command and Battle. Command seams to consisted of comparing a single number for Command, whom ever has the higher total wins the command step. Each Hero has a GOLD hammer we think is the command symbol. All the other units have small silver hammer and these are suspected of standing for 1 command each. The Spoiled cards of the Demon has 2 hammers for example for 2 command points. There is also attack and health values on each unit that resolve a different struggle, the combat itself. Top number is attack, bottom health
- Battles resolve on the "1st" planet.. and also at the planets where the Warlords are deployed.
- You have the combat. Each unit attacks and exhausts. The attacker can choose the defender (wow, that is HUGE!!). There appears to be no defense value, and as yet we do not know if a "destroyed" unit is instantly removed or if it has a chance to send damage back before being removed. The council and the demon spoiled unit cards for example the council has 4 health and the demon has 4 attack. So if the attacker is the demon and chooses the council.. it could be removed with no chance to fight back. So attacker picking the target could be a big thing, After all units are exhausted they all ready and the combat round continues as before. This happens until one side is destroyed or one side retreats. There is talk that retreating is limited to command units, but I am unsure on this. It seams any unit can retreat after the 1st forced combat round.
- Wounds seam to be persistent between combat struggles. So after all combat rounds wounds stay even after you retreat to command.
- After the all battles are complete each player gains 2 cards and 4 resources. This seams to hint that battle resolution can occur in more than one planet.
- The command struggle seams separate. You may win the command and loose the battle. It is the command struggle that triggers the planet effect and the battle keyword is triggered by a win during the battles. I am unclear here and awaiting the rule book, but this could be very cool allowing players to send weak units to snipe command gains but retreat out of combat for the zone.
- The command struggle occurs before the combat and awards the value of either resources or card draw depending on the location. These values are the large numbers on the card. Resources are on the right of the card in a circle, card draw is on the left in the rectangular card shaped symbol.
- Eric Lang is once again lead designer (Call of Cthulhu, A Game of Thrones, Star Wars and Warhammer : Invasion)
- The game will run a 50 card deck. We are assuming the "Hero" card is not included. So you have 42 cards to deck build per deck. 8 for the squad = 50 and 1 for the Hero = 51.
- There is a discard mechanism for "shields" to protect units. We do not know much about it.. but there is s suspicion this is only for certain units and it is this little icon above the faction icon that denotes this ability.. This is a guess. (note this guy has 1 hammer, that we think means 1 command point)
Looks like there is a limit ot how many images I can use in a single thread and I didn't think to reserve a 2nd post! Sorry guys.
- After players have completed deploying normal units there is a additional deployment phase that is secret of just the warlords. You select the planet you wish to deploy to by spinning the dial to the planet number and then each player flips this over at the same time and Warlords commit at the same time. (A cool card would be a way to change commitment after reveal)
Edited by TragicTheBlathering