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Post by Ryan on Jun 23, 2013 23:19:56 GMT -6
The Story
In a time between times... the world was quite a different place.
New Rules
Character Decks
Positive Reinforcement Deck Focuses on pounding your enemies, motivating your troops, and unleashing the max potential of your forces.
Constructive Juggernaut Deck Through hard work, focus, and a mind dedicated to conquering the masses, you plow your way towards victory.
Innocent Deception Deck Some call it, 'the game', but for others, its a lifestyle. Through tricks and tactics, you deceive your enemies off and on the battlefield.
Loyal Justice Deck Through good service to your soldiers and people, they rally to your cause and aid you in anyway possible, to maintain the harmony of peace.
Manipulative Recluse deck Sometimes its the ones you don't see that hurt you the most. Through powers that to some, seem uncanny, you slowly spread across the land, territory by territory.
Analytic Annihilation Deck By studying your opponents movements and abilities, you understand how they work almost as well as they do, using their tricks against them.
Inspiring Dreams & Ambitions Deck Whether its through summoning mystical creatures to bolster your armies, or putting your enemies into strange and outlandish dreams, you turn your dreams into reality.
Quelling the Conquest Deck Warfare is not the only way to victory. Through diplomacy, trading, and other questionable means, the violent conquests that ravage the land are slowing to a stop.
Durable Defenses Deck Armies aren't the only thing that build up a powerful civilization. It is also in constructs and glorious structures that symbolize power and resolve of a people.
Otherworldly Obliteration Deck You have no chance to survive make your time.
Crimson Manufacturer Deck ... :x
How to Play
General Definitions
Territory: A territory is 1 space, but varies in size and shape. The world map is made up of territories, and they are the smallest geographical area in the game.
Region: A region is composed of a number of territories. Like territories, regions vary in size and shape, and offer different bonuses depending on the number of territories within their boundaries, how hard it is to defend and so forth. A region is the second smallest geographical area in the game.
Continents: A continent is an area made up of a number of regions. Continents have even larger bonuses to regions. They are the second largest geographical area in the game. Continents do not stack bonuses with regions, but rather, absorb them into a colossal bonus.
Quadrant: A quadrant [or hemisphere], is approximately a quarter of the entire map. This may be 1 or 2 continents in size, and may have territories, or sections of regions from other continents as well. It is the largest geographical region in the game, as if you control every quadrant, you've met one of the requirements for victory, and thus the game is over. Controlling a quadrant may or may not grant your additional bonuses.
Hub: The Hub, or Hub Areas, are specific places on the map that the players places their starting army. The hub is designed to sporadically spread players out throughout the map, outside of their starting territory (with their capital city). You can see an example of the hub right here.
Army: Sometimes referred to as a unit, an army is a single piece, representing one "unit" on the map. It is the smallest unit in the game. An army is your people your soldiers, and so forth. An army can gather and use other functions, the name is used for familiarity purposes with the original risk game.
Force: A force is a collection of armies (more than 1 army) that moves collectively, and is generally regulated to an offensive unit. There is no maximum definition to a "force", and is a less technical term than definitions. It is often used in commander abilities. A force is always on a single territory. Once it has moved to a new territory, the force is split [unless only 1 army is left behind]. The general rule for defining a force, is any army that is greater than 1. [Do not be confused by units that represent multiple armies].
TurnA turn begins with a pre-upkeep phase, and ends with an end phase. One player takes one turn.
Round:A round begins with the player who goes first, and ends when the last player finishes their turn. Rounds are generally not counted, but some effects may be "once per round", so it should be kept in mind when such abilities are at play.
Node: A node is a pocket of resources you can gather. A node refers to the limitation on resources you can gather on a specific territory. (Which is 3). Generally speaking, when an ability or effect is talking about a node, they are referring to the presence of a resource on a territory, and not the number of resources that node has left.
Murmur: Murmur refers to a general series of stories written by [RDS]. In terms of game, some of the characters, themes, and ideas are derived from the Murmur Universe, and is more or less adds personal stylistic flavor to a classic game [sort of similar to Lord of the Rings Risk].
Setting up
Game Item Checklist
1 Game Board 11 Player Decks 1 General Territory Stack [Consisting of a card that represents every non-capital city territory]. 1 Capital Territory Stack [Consisting of the capital cards]1 1 Building Stack [Consisting of ~22 cards of each building.] 200 Variety Building Tokens2 20 Commander Counters 10 Eight sided Dice [Minimum] 1 20 sided dice [Minimum] 500 Standard Army units per character2 100 5 Army units per character2 50 10 army units per character2 25 20 army units per character 2 200 Resource tokens [of each resource]2 24 Special Unit Pieces 220 Merchant Tokens 220 Self-Sufficient Tokens
1 - Capital city cards begin in player decks, but after each city has been selected they are removed from the decks and placed in a stack of their own. 2 - Numbers are mostly estimated based on a vague formula. There are 42 territories in Godstorm risk (and possibly regular risk), the numbers on this list were derived by multiplying that number by 4, and then subtracted it by 22 for each capital city in the game, and then for safety measures, 60 was added to ensure excess.
Place the game board on a table, or hard surface. Soft surfaces are not suggested as they skew dice rolls, and do not provide solid ground for the game pieces to be placed. Set the player decks out for each player to look through if need be. Afterwards, remove the unused capital city cards and place them in a special stack on the side of the game board, along with the building stack, and regular territory stack. Each player will have a container or containers for their tokens and armies. Keep the dice in an accessible area. It is also suggested that you create a designated rolling space so that the dice do not knock over the pieces.
Commander cards are always played face up. The other cards in the players deck may remain face down, and can be viewed by that player only. Players have access to every card in their deck, but may not necessarily be able to play them. Once you play a card, it becomes face up so other players can see what it does.
Players are not required to reveal territory cards they draw, unless they are trading them, or using them for a bonus or trade in.
This game of "Risk" is a Medieval Murmur styled board game that can [comfortably] accommodate up to 11 players (and can uncomfortable accommodate 22). Unlike normal risk, where much of your army's fate lies in the roll of the dice, this variation relies more on your economy, strategy, and building up your army. Although theoretically, it can still be played like normal risk.
Much of the game is based on a variety of decks you can play with. The Positive Reinforcement deck, for example, is a more aggressive, rallying play-style, that brings up troops quickly, and moves them across long distances in a short amount of time. As opposed to the Analytic Annihilation Deck, that focuses more on copying your opponent's abilities, and using it against them.
To begin, you first select a deck you'd like to use during the game. Deciding what deck to play with is perhaps the most important decision in the game. Each deck has an assortment of unique cards, including two commander cards that drastically vary in play-style. (You select one of two commander cards). Commander cards are placed face up, in front of you, and have specific powers you can upgrade through a certain cost during the game. Every deck is also tied to two different capital cities that also have different advantages and disadvantages! [For example]: A capital city chosen in a secluded area will have better natural defenses, but may lack in economic value, or unit output. But a Capital that resides in the center of a continent will be harder to control, despite having a stronger upkeep and access to more resources. In addition, every deck has a unique building (or buildings), and a unique unit (or units). But we'll get to all that later.
For now, the basics!
Once every player has selected a deck and a commander, everyone rolls a twenty sided dice (d20), to determine turn order. The highest roller goes first. The order then moves clockwise or counterclockwise depending on who rolled highest (between the person on their left, or the person on their right). The player who moves first selects a capital city (from their deck) and places an army in that territory. Consequently, the capital city they did not select goes into a special stack known as the (capital city stack). In addition to placing one army on their preferred capital city, each player (in the same turn), places 1 army in the hub area. Once this has been completed, the empty spaces are filled with "Unaligned Pieces", that aren't controlled by anyone.
The turn order remains the same, and the first player makes their move. The first phase is a [Pre-upkeep phase]. Any abilities that begin before your upkeep phase are activated now, as well as any abilities that happen "at the beginning of the game" or "at the start of your turn" as your turn starts right now.
Once that phase has resolved, you enter your upkeep phase. During this phase you place your armies in accordance to your upkeep. Please keep in mind any bonuses or abilities you currently have activated! The number of armies you can naturally place, is equal to your total territory count, divided by three, but can't be zero. You can only place your army in a territory you own. So at the start of the game, you can place only a single army to start your turn (because you only own 2 territories). But for example, when you reach 6 territories, you can place 2 armies. Your upkeep phase is when you also technically receive resources (if you have been gathering, which we will get to in just a second~).
Once your upkeep phase has completed, you are in your primary action phase or Main action phase. Here you can attack, trade, build, gather, or use an action ability, as indicated on a specific card. Here is a rundown on the basic the primary actions you can take:
Attack: You attack an adjacent space from a territory you own. You roll an eight sided dice (d8) based on the number of armies you own in the territory you are attacking from:
2 armies = 1 dice 3 armies = 2 dice 4 armies = 3 dice 6 armies = 4 dice 9 armies = 5 dice 13 armies + = 6 dice
and the defenders roll this number of dice based on the armies in the defending territory:
1 army = 1 dice 2 armies = 2 dice 4 armies = 3 dice 7 armies + = 4 dice
This is very similar to regular risk but has been slightly modified to minimize luck. Keep in mind that buildings, such as capital cities and fortresses have a variable bonus to attacking and defending, making it easier to keep and expand from a central area. And just as in regular risk, no territory can be left open! When you have successfully invaded a territory, you move your armies into that territory. There are some rules to how many armies you can move based on the number of dice you have rolled.
If you roll 1 dice, you can only move 1 army. If you roll 2 dice, you can only move 2 armies. If your 3 dice, you can only move 3 armies. If you are rolling 4 or more dice, you can move up to as many armies as you wish, but you have to leave 1 army behind, as to prevent a territory from becoming open.
Trading is a bit different in this game than regular risk. You can't trade with someone you technically can't reach! This means you have to have an adjacent territory to the person you wish to trade with, in order to trade. Trading is always balanced. You can trade cards, (unless stated otherwise), as long as it is 1:1. You can also cede territories to gain another. (As long as you have a piece to move into the territory, you cannot reinforce a piece to fill a gap). Trading can also be of resources, as long as it is 1:1 and you have a shared territory, unless otherwise stated. You may also, in certain circumstances, trade armies for resources as well. If another player has a courthouse built, you may offer your armies to them in exchange for a resource. The trade is still 1:1, (sadly, bartering seems like too much of a gamble at this point).
Alliances: Alliance rules apply only when you decide it at the start of the game. Teams do not need to be of equal size. In alliance rules, the game is a bit different depending on how you want to play. You may cede territories to those you are allied with as a free action. You may also jointly receive half of a bonus if you decide to co-rule a region. You may never attack an alliance member or betray them. (Just play normally if you want to do it). If a member of your alliance is defeated, you (or every other member in the alliance), obtains their spoils, instead of the conquering force.
Peace Treaties: As fun as it is to stab your friends in the back (which can still be done if you so desire, by simply ignoring this rule and not encouraging an official peace treaty), you can use this official rule to solidify your peace try with a friend. It is highly encouraged that you play using "Alliance Rules" If you wish to play on teams, instead of relying only on peace treaties. Peace treaties can last either 5 turns, or 10 turns (you both decide), and are for short term alliances against a common enemy. You cannot attack a player you are in a peace agreement with. You are given free reign to retreat any forces you have stationed in a territory claimed by a member who has a peace treaty with you.
Building requires resources. Building allows you to construct beneficial structures on specific territories. These can be walls that help defend, or economic structures that help increase your income. Buildings require time, however. Every building has a turn number for completion. If you lose the territory in battle while a building is being construction, the enemy could take it for themselves, or consolidate the resources for their own projects!
Gathering resources allows you to accumulate resources for building or trading. Certain territories have resources that can be gathered, making them more valuable than others. Similar to building, gathering resources takes time (1 turn to be exact). If your army is defeated while collecting resources, your enemy will take them from you. So be careful! Gathering is a main action, so when you gather from a territory, you can't attack with the same force! During your upkeep phase, you automatically receive the resource you were gathering. Even if a force crushed your army after you gathered your resources, you do not lose anything.
After you are done with your actions, you come into your reinforcements, or movement phase. Sometimes you need to retreat your armies back, or you need to send them forward to the front lines. You can only chain reinforce two territories, however. But displacement rules still apply. (If you move 1 army into a space with 5 units, you can move all 5 of those movements one space, completing the reinforcement process).
Once your reinforcement phase is finished, you enter your end phase.
The End phase is more than just an empty phase that indicates the end of your turn, it is also the drawing phase. Drawing from the various neutral decks requires a specific action. If you take a territory during your turn, during your end phase you may take a territory card from the deck. If you successfully gathered a resource [which will be apparent during your upkeep phase], you may select a building from the building deck (yes, you get to search through it without getting screwed by random draws!). You may only draw from the capital city stack if you have captured a capital city territory.
Surrender rules: Sometimes you have a territory that you don't want to fight over. You can offer a surrender to the attacking player, who can decide whether or not to accept. If they accept, all your forces in that territory are pushed back to an adjacent territory you own at the attacker's choosing. All resources you may have on that territory go to the invading force, and any buildings you are constructing to the invaders as well. If the attacker refuses to accept, you may defend at no expense.
Ceding: Sometimes in the game, you may feel that you can't do anything. Maybe you've lost your capital to your bitter enemy, or maybe you have to go somewhere but don't want to hold up the other players. You may offer up your territories to another player, only if they are adjacent to you. They receive half of your standing armies, half your resources, and territory cards (but not your character cards or any specific character related abilities or cards). Ceding can only happen on your turn.
Powering up characters: Your commander can level up, all the way to the fourth tier. Each tier requires a different cost, and can be done during your main phase (as you will have received your resources for the turn by that point). Some characters require you to sacrifice armies, resources, or fulfill other conditions to gain a level up. (Such as obtain X number of territories in one turn). Each tier offers better abilities from your commander.
Leveling up Capital City and buildings: You can spend resources to help solidify your hold on your capital city. The more you spend on improving your home base, the better improvements you will receive. The same can be said for buildings as well. Buildings that you invest in will be more efficient or expand in its functions.
Trade-ins and territory cards: Territory cards work in the same way as they do in regular risk. If you own the territory of a card you own, during your upkeep phase, you can place a single army in that territory. Every territory has a specific symbol on it. If you trade it in, you will be allowed a bonus number of armies based on the number of trade-ins you've completed.
1st trade in = 3 armies 2nd trade in = 6 armies 3rd trade in = 9 armies 4th trade in = 12 armies 5th trade in = 15 armies
Five trade ins is the maximum upkeep.
Victory Conditions:
Perhaps the most important aspect of playing any game, is knowing how to win. For this particular version of risk, we are hoping for a variety of ways towards victory, to allow players to build different strategies and approach problems in different ways.
Victory through Conquest: Perhaps the most familiar mode of victory, players who conquer the entire world are undoubtedly the victors. Victory through conquest also occurs when all but one player wins by the ceding of territories. The player who has the most territories during the event that the game board is slammed so hard that the pieces go flying or if the pieces are smeared or altered in a very aggressive or deliberate fashion, wins the game through conquest as well. While competition is good, being a sore loser is not fun for anyone (especially for yourself). One reason we have created this risk game is prevent the idiotic levels of luck that curse us at the worst times. I am guilty of ruining a game through my temper, but I am willing to admit my faults for the sake of creating a fair game. There are no "ties" if the game was smashed to bits, unless every player agrees.
Victory through Self Sufficiency: New to this version of risk, is a sign of self-sufficiency. Each player will have a self-sufficient card which has 10 slots on it for tokens (or counters). Whenever you meet a specific goal, you may put a counter on your self-sufficient card. When you get to ten tokens, if your turn ends, you have won the game. Self Sufficiency is the ability to create a stable nation that is equipped with resources and has a distinct hold on a specific area. The area must be at least 2 regions in size. You must also have at least 1 farm, 1 Dimension Well, and 1 Condensing Chamber. Once these conditions have been met, at the end of your turn you may put 1 counter on your self-sufficiency card. If you don't attack anyone, you may put 2 tokens on your card instead. At the beginning of your turn, if you have at least 10 tokens on you self sufficient card, you've won the game. If you lose a territory from either of your two designated regions, you must remove your self-sufficient tokens and start over from the beginning.
Victory through Peace: This is a very interesting mode of victory that is a hybrid of the Victory through conquest mode. The conditions for this victory are very specific. The easiest way, which will most likely never happen, is that you get a peace treaty with every single nation, and everyone agrees to peace. If everyone has a treaty with everyone, then everyone wins. The only way you can take the glory for yourself is if you force peace upon the other nations. If you are in a position where you have isolated every single nation, meaning the only one they can attack is you, (this goes for every other player), then you automatically win the game, if one round passes and you haven't lost a single territory.
Building Cards
Building cards are necessary tools for building structures. There are a variety of cards that can be built for a set number of resources.
Port A port is where ships dock and set sail from. Boats are the only way to send an army across the sea. Sometimes the sea is a much shorter march than walking via land. So naturally, a port can only be built on a tile that is adjacent to a body of water.
Wall Walls can only be built on single border fronts. And given the rule that there can only be one building per territory, a wall can be foolishly placed if you are not careful. A wall can be broken if attacked enough times, but it is effective in repelling smaller forces.
Siege Machine A Siege Machine is a special building that can actually travel with an army. It cannot attack on its own, but it is super effective against other buildings, even capital cities.
Magic Portal The magic portal is a powerful device that allows the mass transit of units from across the world instantaneously. This is extremely useful for places who have disconnected lands, and needs to send troops back and forth as need be.
Small Fort A Small Fort allows a single territory to increase in defenses and attacks. Unlike walls, which block off incoming units, a fort has a more utility purpose.
Wagon The wagon allows you to transport units through territories as if it were unaligned. This allows you to send armies at opponents, even if there are other players between you.
Farm The farm can only be built on territory spaces that have a empty Naturia node. A farm produces 1 Naturia during the beginning of your upkeep.
Dimension Well A Dimension well can only be built on an empty Echo Tear Node, and produces 1 echo tear every 2 turns (via counter on the card).
Condensing Chamber A Condensing Chamber can be built only on an empty Lodestar Shard Node. A Condensing Chamber produces 1 Lodestar Shard every 3 turns (via counter).
Courthouse The Courthouse serves a number of purposes. Firstly, it is required to offer citizenship to those of other nationalities who wish to join you (including unaligned units). Whenever you conscript a unit of such sorts, they are placed on the territory that your courthouse is built.
Echo Shrine Historically, the 'Echo' has been synonymous with the afterlife. The ancient people believed that their loved ones would repeat life, casting off their earthly forms bit by bit, until they faded completely and found peace. They built temples known as Echo Shrines. Over time, the teachings found in the Echo Shrines, lead for some cultural enlightenment, and was even applied militarily. Game-Wise, the Echo Shrine is used to train cultural specific units, or deck "special units".
Resources
The Land is filled with valuable resources that can help your nation rise to the top of the ranks. During your action phase, you can gather from as many territories as you have armies positioned on, but you can only gather one resource per territory...meaning if there is two or even all three of a resource in one space, you can only gather one of the three on your turn.
Lodestar Shards This crystallized shards are scattered all about to the outer regions, and are filled with raw power. These allow the use of various magical purposes; in some cases they help elevate commander cards into higher tiers. They can also help in the construction of magical buildings, and magical cards.
Echo Tears Echo Tears are blobs of negative energy that collect in small pools (much like rain puddles), and have great absorptive powers. It is especially proficient in sucking up magical attacks, and it can be used to help enforce structures to protect them from such attacks. The main downside of echo tears is that they weaken the integrity of physical objects.
Naturia Naturia is actually a theory on natural elements, such as wood, stone, and even fire. Essentially, this is a resource you gain from the natural world. You chop down a tree to procure a wooden beam, or you mine rocks from the ground to create stone slabs. In more game terms, Naturia is the collective name for generic resources, and is used to build walls, siege weapons and other structures and things.
The Unaligned Forces and Her Outlaw City
In the deep and ruthless jungles, and the harsh and treacherous deserts... to long climbs in precipitous peaks, and down into the foulest of fens... the lesser folk dwell, for gold and food alike.
As you will soon find in this game of risk, there are many unaligned people who are dotting the landscape. The vast majority of these people are lowly folk who easily cede their land for the promise of civilization and order. But there are some who know of the danger of kings and rulers. Long before your reign came to these lands, these skilled mercenaries and hidden blades took their profession of killing, stealing, and harboring food and gold, to their own strongholds. And inevitably during your conquest or venture, you will meet with them.
These people live in territories you can't capture. As described above, these "uninhabitable" areas simply not worth your attention. But sometimes they can come in handy for you. After all, everyone needs food and money to survive, and as is the case with people who live in such areas, they are willing to do almost anything for the right price.
You can use the Courthouse to naturalize them as citizens of your nation.
The Outlaw city is a special city near the hub world where no other capital cities are. After each round, 1 unaligned unit is placed on the outlaw city. The outlaw city does eventually get upgrades over a certain number of rounds passed, or based on her citizen count.
10 Citizens = Tier 2 Capital [+1 Defense, +1 Attack] 20 Citizens = Tier 3 Capital [+2 Defense, +2 Attack, Produces 1 Siege Machine] 40 Citizens = Tier 4 Capital [+3 Defense, +3 Attack, Produces 2 Siege Machines]
The Outlaw City will attack any player if they are adjacent to them. This dice is rolled by anyone (really). The Outlaws will attack in a clockwise fashion, starting from the 12 o'clock position. Once they have at least 20 citizens in their capital, they will begin to attack, sending out units 3 at a time from their capital. When that number hits 40, they will start sending out 6.
Whenever an unaligned army captures a city, it becomes an outlaw city.
Pirates and Naval Forces
The ocean is vast and huge, and doesn't really belong to anyone. But that doesn't mean some of the greatest battles in history haven't happened on the ocean! Sometimes you will be attacked by the sea. These naval forces can work a bit different from armies. Since oceanic territories don't need to be filled, ships can move at alarming speeds. An army halfway across the sea may appear on your shores and begin to lay siege to your precious home.
Ships are built in the port, and the more you upgrade your port, the stronger and faster your ships become. But, much like how there are barbarians in the mountains, and outlaws and bandits in the desert, pirates roam the seas, taking the coin of the highest bidder. Unlike some land-barbarians, you can't force a pirate to join your force with a lot of money. Instead, you pay them as an upkeep (generally a resource), and they will add their forces to yours.
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Post by Ryan on Jun 24, 2013 14:58:13 GMT -6
Positive Reinforcement Deck Our potential is limitless!
Zach Carter Commander
-Tier 1: Positive Influence: Using his persuasive skills, Zach Carter convinces nearby unaligned pieces to join his cause. Once, prior to your main action phase, you can convert an unaligned piece to join you. Simply remove the unaligned piece from the board, and place one of your own armies on the territory. This can only be done to territories adjacent to your own.
-Tier 2: Rally the troops: Using his go-get-em attitude and positive enforcement, Zach Carter enables up to 2 armies to move 3 territories, in addition to the regular reinforcement phase (this ability can only be used during the reinforcement phase). Also allows +1 to one attacking dice of your choosing. Cost: 1 Resource, and a territory must be captured from a player.
-Tier 3: Offensive Motivation: This ability triggers when one of Zach's forces has taken a territory. If Zach attacks another territory with the same force, an additional army from a territory up to 3 spaces away, can be added to this force. Or, a piece can be moved up to three spaces to an adjacent territory, and the troop stationed there can be reinforced in. This ability also allows for a bonus of +2 to one attacking dice of your choosing. This ability is can be triggered for every territory attacked by the same force, but can only be applied to one force per turn. Cost: 3 Resources, and you must capture 2 territories from a player with the same force consecutively.
-Tier 4: Rally to the Cause: Zach Carter brings his troops to commit to a grand purpose, by calling upon his allies and friends from every corner of the globe! At the beginning of your upkeep you may place 1 bonus army on any territory you control. When you attack, you may place 1 bonus army on the territory you are attacking from, and you gain +2 to one attacking dice of your choosing. You also may use your Rally the Troops ability to gain an extra reinforcement (up to 2 armies can move 3 squares). Cost: 5 Resources, and you must capture 3 territories from a player with the same force consecutively.
Dysley Alcott Commander
A sub commander may be switched out for a commander prior to the start of the game, if you have a preference to use such cards.
Tier 1 - Solo Artist: Dysley wants to win by himself! Because he's the man. Whenever you attack or defend with a single dice, you gain +1 to that dice roll.
Tier 2 - Center of Attention Not wanting to be outdone by anyone in anything, Dysley elevates his prowess by increasing his solo artist ability to get himself as the center of attention. Whenever you attack or defend with a single dice you gain +2 to that roll. Cost: 1 Resource, and you must capture a territory by attacking with a single unit.[/b]
Tier 3 - Number One Leader: The road to number one is not always easy. Whenever you attack or defend with a single dice, you may add +2 to that roll, and additionally roll a secondary dice, because you have gone above and beyond what normal people are. (Army movement rules still apply, if you roll two dice using this ability you can move two armies). Cost: 3 Resource, and you must capture 2 territories consecutively by attacking with 1 unit.[/b]
Tier 4 - Massive Following: Congrats! You've done it. Your troops don't mind letting you do all the work, and they will gladly follow you into whatever battle you send them too. Whenever you attack alone, you may add +2 to a dice of your choosing, as well as roll an additional dice. If you succeed in capturing a territory, you may add an additional +1 to your roles, and despite how many dice you roll, you may move as many troops as you would like. Additionally, if you attack with an army larger than 13, you may add an additional +1 to your rolls. Cost: 5 Resources, and you must capture 3 territories consecutively while attacking with 1 unit.
Constructive Juggernaut Deck Strength, Power, and Dominance.
Vance Frey Commander
Tier 1 - Rigorous Training: Through diligent practice and hard work, your armies have learned to replicate your worth ethic. Not only do they hit hard, but they don't go down easily either. When attacking, you may add +1 to your attack rolls. When defending, once per turn you may lower an enemy's attack dice by -1.
Tier 2 - Calm Composure: Like a Buddhist monk, you remain calm despite the danger that may descend upon you at any moment. Despite your serene appearance, you are constantly watching your opponent's moves, waiting to counter whatever they throw at you. Once per turn (this applies to your turn, and any opponent's turn), you may halve the value of any attacking or defending dice rolled against you. Cost: You must have 9 territories under your control. Once you reach this tier you can't go down.
Tier 3 - On the Double: You've also trained in speed and endurance, making your armies mobile. Once per turn you are able to safely retreat your entire force from a territory that is being invaded. You are also able to move any number of armies up to five territories during your reinforcement stage. Cost: You must have 12 territories under your control, and spend 3 resources.
Tier 4 - Complete Diligence: You now can use all the tier abilities you possess. Cost: You must have 15 territories under your control, and spend 3 resources.
Edward Flammant Commander
Tier 1 - Superiority Complex: Normal people are far below you, like puny little ants, waiting to be stepped on. Unfortunately, whether or not the people accept your dominant will or not is another question entirely. Once on your turn, you may role a 1d8 (1 eight sided dice), if you roll high (5,6,7,8), you may remove an unaligned piece from the map, and place 2 armies on that territory. If you roll low (1,2,3,4), you may swap an army you own with another army adjacent to you (like trading places). You have no time for units that refuse to accept your superior form.
Tier 2 - Well Chiseled and Cut Form: You aren't just buff, you are like a chiseled so, so finely cut and formed that you could probably smash boulders with your fists. Whenever you attack, you may roll an extra eight sided dice (effect dice). If you roll high (5,6,7,8), you may add +2 to one attack dice of your choosing. If you roll low (1,2,3,4), you win ties for the round.Cost: You must control 10 territories and spend 1 resource to upgrade.
Tier 3 - The Mannerism of a Strange Gentleman: You aren't just a superior specimen, well chiseled and bred, but also a man of class and dignity. You grew up with wealth, and have a strange level of politeness given your other qualities. This somehow helps with your diplomatic abilities. Once per turn, whenever you are attacking or defending, roll an extra eight sided dice (effect dice). If you roll high, and are attacking (5,6,7,8), at the end of your turn you may take an extra territory card of your choice. If you roll low and are attacking, you win ties. If you roll high and are defending, when your opponent ends their turn, if they drew a territory card, you may do the same. If you roll low, you may remove 1 of the invader's attack dice. (This does not prevent them from attacking you again). Cost: You must control 13 territories, and spend 2 resources.
Tier 4 - Irresistible Charm: Despite what your qualities are, for some reason the people that you want to like you, like you. What odd effects could this bring? Whenever someone [including yourself] draws a territory card, roll an eight sided dice. If you roll high, you may draw a territory card as well. If you roll low, you may place 1 army on your capital city. In addition, you always win ties. Cost: You must control 16 territories and spend 3 resources.
[/font] Innocent Deception Deck Who, innocent little me? Never!
Chisa Yang Commander
Tier 1 - Draw and Trap : Once per each opponent's turns, if you lose a territory, you may remove one army from the attacking force and remove it from the board. If this effectively destroys the army, an unaligned piece occupies it.
Tier 2 - False Opening: Once per turn, you may lower an enemy's defense roll by 1 of your choosing. If you succeed in the roll, you may destroy an additional army. In the event that you've destroyed every army in the defending territory naturally, if there is a territory adjacent to the territory you are attacking from that has an enemy army greater than 1, you may destroy an army within that territory. Cost: 1 Resource, and you must destroy 5 armies in 1 turn.
Tier 3 - Honeyed words: Twice Per turn, whenever you are successful in defending or attacking a territory, you may remove one army from the attacking or defending force, and add one army to your own force. Cost: 3 resources, and you must destroy 9 armies in 1 turn.
Tier 4 - Malicious Scheme Hidden by Endearing Smiles: Whenever you roll a successful attack dice, you may remove one additional army from the defending territory and add it to your capital territory. Whenever you successfully defend a territory [completely], you may move up to 2 units from your capital city to a territory you own.Cost: 5 resources, and you must destroy 13 armies in 1 turn.
Mirelle Halifax Commander
Tier 1 - Phantom Trickery: Once per turn you may move any 1 army on the map, with 1 army of a different player or (unaligned). You must be adjacent to each territory in order to move them. When you do, you may place 1 army on your capital.
Tier 2 - Phantom Territory: This ability triggers when one of your territories is being attacked. You may move one unit from the invading territory to an adjacent territory that player owns. If you do so, you retreat your entire force to any territory you control. In the now empty space, you may place half as many unaligned pieces in that territory (rounded down). If the territory is seized by an invading army (other than your own), that player does not receive a territory card if it is the only territory that player has taken. At the start of your next turn, you may remove the unaligned pieces in the phantom territory and reinforce a force (normally) without attacking. Cost: You have 7 armies on your capital city, and spend 1 resource.
Tier 3 - Mist-form displacement: At the beginning of your upkeep, put 1 army on your capital city. During your reinforcement phase you may disburse as many armies as you are able from your capital to any territory you control. In addition you may attack up to 2 spaces away. Cost: You have 11 armies on your capital city, and you spend 3 resources.
Tier 4 - Ever-present moving ominous mist cloud: Every territory you own is a phantom territory. (Players can't gain territory cards from taking a territory you control). At the beginning of your next turn, any unaligned pieces on phantom territories are replaced with an equal number of armies controlled by you.Cost: You have 14 armies on your capital city, and you spend 5 resources.
Loyal Justice Deck
We Fight for the Righteous!
Jerome Swartz Commander
Tier 1 - Healing Hands: Twice per turn, if an army you control is to die, instead of removing it from the board, place it in your capital city. During your reinforcement phase, that unit may leave the capital in addition to your regular reinforcements.
Tier 2 - Beloved Ruler: Being loved by his people, King Jerome's people fight twice as hard as most other armies (generally speaking). The same goes for those who gather resources. During your turn, you may gather twice as many resources on a resource tile (or you may splice it between two separate resources). You may also, at the start of your turn, place an additional soldier on your capital city territory. Cost: 4 armies leave your capital city this turn, and you spend 1 resource.
Tier 3 - Voucher for Peace: Not loving war is never a crime. The world needs to be rebuilt, not destroyed. During your turn, you may have one building complete instantly (assuming you have the resources). In addition, you may have on resource gather instantly. You may also stop one enemy force from attacking you this turn, by giving them either 1 card you posses, or 1 unit of a resource you possess (some cards cannot be gifted to activate this effect, such as capital city cards or commander cards). (This ability cannot be used on the same force consecutively). Cost6 armies leave your capital city this turn, and you spend 5 resources.
Tier 4 - The Righteous King: You are the righteous king, in title and in deed. Four times per turn, if an army you control is destroyed, instead of removing it from battle, you may place it on your capital city. During your upkeep you may place an additional army on each capital city you control. Cost: During your opponents turns, you have stopped 1 attack, have at least 3 buildings constructed, and spend 5 resources.
Serah Chevalier Commander
Tier 1 - Steadfast Practice: You are determined in completing and achieving your goals and upholding a pleasant and enjoyable life. Whenever you are attacked, you may roll an additional defense dice.
Tier 2 - Defeating the Enemy: This ability triggers when you have lost an army or a territory (it triggers instantly if you choose). You may mark the commander who attacked you. Until the end of your next turn, all rolls (including defensive rolls during the remainder of that player's turn), are +1 each dice. Cost: You have successfully defended a territory you own, and spend 2 resources.
Tier 3 - Avenging Rage: This ability triggers if you've lost an army or territory [before the start of your turn]. You may place 1 additional army on the territory that lost an army, or the nearest adjacent army as a free action (this applies to all territories you've been attacked in). You also may roll an additional attack dice against the territory that attacked you, or that you lost. Cost: You have destroyed 2 territories belonging to a mark commander, and spend 5 resources.
Tier 4 - Warrior of the Wind: After your upkeep and before your primary action phase, you may shift any number of armies one territory space (assuming you control the territories you are moving to). Whenever you do shift an army, you may place 1 additional army in the territory you shifted to. In addition, whenever an opposing army attacks you, you may shift one of their armies back 2 territory spaces into a territory they control. Cost: You spend 8 resources, and you avenge 3 territories/capture a territory that tried to attack you.
Manipulative Recluse Deck Our revolution begins in the crevices of the world.
Liey Ry Kin Commander
Tier 1 - Foreign Contact: Although a recluse, Liey Ry knows people far and wide around the globe, people who are ready to help him. Once during your turn, you remove an unaligned piece from the board and replace it with 1 army.
Tier 2 - Shadow Lurker: Before your enemies can attack you, your forces slip away during the night, taking whatever resources and buildings they have with them. Once per opponent's turn, if you are being invaded, you may retreat your entire army to an adjacent square, and retain any resources you were gathering on that space, or any resource used to construct a building. As a free action, you may disperse the army into any number of adjacent territories freely from the invading territory. Cost: You have converted 3 unaligned armies, and you spend 2 resources.
Tier 3 - Manipulative Gain: Whenever you are being attacked, you may shift any number of your armies (from anywhere on the map), to two territories of your choosing. Whenever you pull off a successful attack, you may shift up to two armies from an enemy territory to an adjacent territory, or you may divide them among two adjacent territories as you see fit. Cost: You have successfully Shadow Lurked 2 times, and spend 5 resources.
Tier 4 - Echo Instigation: Whenever Liey Ry loses an army (from defending or attacking), put that army on top of his commander card, you may do this up to five times on any turn. During your upkeep phase, if you have five soldiers placed on your commander card, you may add them to your general upkeep. You may also move 2 enemy army per turn, back to it's capital city, and you may also move 2 army of your choice back to your capital city. Cost: You have shifted 4 enemy armies, and you spend 8 resources.
Nalani Commander
Tier 1 - Ray of Hope: Once per every turn, you may re-roll one of your dice. In addition, to every dice you re-roll, you may add +1 to that roll.
Tier 2 - Between Darkness and Light: Once per turn, you may roll one less dice (either defending or attacking), and remove one enemy army from the board. This ability compounds (meaning you can remove as many dice as you can roll, and remove that many enemy armies from the board). Cost: You win 2 attacks with Ray of Hope (a re-roll of the dice), and you spend 2 resources.
Tier 3 - Immeasurable Spite: Once per turn, (before you roll any attack/defense dice, but after attacks and defense is declared) you may remove one army from an opponent's territory, equal to the number of dice you can roll. (If you can roll 4 dice, you can remove 4 armies). Cost: You have removed a total of 3 armies from one enemy territory (using between darkness and light), and spend 5 resources.
Tier 4 - Angelic Blessing: During the first attack you declare, you may place an extra unit on the attacking territory. Once per turn you can re-roll two dice of your choosing (both enemy dice, and your dice. Enemy dice that re-rolled do not gain any bonuses whatsoever from commander cards, buildings, or so forth). Additionally, you may move one army from any territory you own to another territory, regardless of distance. Cost: You have used your Immeasurable Spite ability 3 times, and spend 8 resources.
Analytic Annihilation Deck[/font]
The board is set, the pieces are in motion, the game has begun.
Hans Metzger Commander
Tier 1 - Initial Observation: This ability triggers whenever another player (who owns a territory adjacent to a territory you control) uses a tier 1 commander ability. You may copy that ability, and place a counter on your commander card. During your turn, you may remove the counter from your commander, and use the ability you copied. You may only have 1 counter on your commander at this time.
Tier 2 - Technique Replication: You retain your Initial Observation ability. You gain an additional counter slot on your commander card. Once per turn whenever you are attacked and the player uses a commander ability, you may replicate that ability (for that round only). Cost: You spend 2 different types of resource.
Tier 3 - Network of Spies: You retain your Technique replication and your initial observation abilities. You gain an additional counter slot on your commander card. You may now replicate tier 2 abilities, as well as replicate abilities from players who aren't adjacent to territories you control. Cost: You have replicated twice, and spend 2 different types of resources.
Tier 4 - Mastermind: You retain your Network of Spies ability, your Technique Replication ability, and your Initial Observation ability. You gain additional counter slot on your commander card. On abilities that require you to roll dice, you may add an additional +1 to those ability rolls. Cost: You spend 1 of each of the three resources, and you have copied at least 1 ability from every commander [Keira is an exception, and any other exceptions apply].
Gerald Holmes Commander
Tier 1 - Relocation: In the beginning of the game, you may move your hub world army to another territory on the map by switching with an unaligned piece only. When you do so, you may place 1 extra army on the territory you have just relocated to.
Tier 2 - Allocation: Once during your turn, you may move 1 army from a territory you own, to a resource territory up to 5 territories away (natural barriers still impede your movement). You may do so even if another player's army is on that territory. Even if the node is about to become empty on that player's turn, you still gain whichever resource you want from that territory (in the case of multiple resources on one territory, you may select 1). At the start of your next turn as a free action, you may move that army back to the nearest territory you own and you obtain that resource. The army remains neutral even if the territory changes hands. It is treated as a nonexistent. Cost: You spend 2 resources.
Tier 3 - Rearrangement: Once during your turn you may shift 5 opposing armies of different forces (1 army per force), up to 2 spaces. You may only do this from territories that are up to 3 territories away from a territory you control. In addition you may do the same for your armies. Cost:You spend 1 of each resource, and have allocated 3 times.
Tier 4 - Mass Relocation and Allocation: Twice during your turn, you may move 1 army from a territory you own, to a resource territory up to 5 territories away. (Same rules as Allocation Apply). Whenever you obtain a resource through this ability, you may place 1 army on your capital city. Twice during your turn, you may a force as if every territory you own had a magic portal constructed (meaning you can move that force to any territory you own). Cost: You spend 2 of each resource, and have used Rearrangement twice.
Inspiring Dreams & Ambitions Deck Dreams are a mold for the future.
Keira Eberhardt Commander
Tier 1 - Summoning Festival: In light of the new summoning festival your people celebrate, a sizable offering is being prepared. Whenever you capture a territory, put a counter on your commander card. You may remove one counter from your commander card during your upkeep phase to gain 1 resource. These resources can only be used to upgrade your commander.
2 Counter removed = 1 Naturia 4 Counters removed = 1 echo tear 6 Counters removed = 1 Lodestar shard
Tier 2 - The First Summoning: Now that the resources have been gathered, the first summoning is about to begin. Once on your turn, you may place a (specialized unit that has yet to be named) in your capital city, at half cost (rounded down). (All specialized units cannot have multiples on the board). (This ability cannot be replicated) Cost: You spend 2 of each resource.
Tier 3 - The Second Summoning: The first summoning was a grand display of your power, but there are even stronger forces to be brought to the battlefield! The second summoning will now commence. You may place a (specialized unit that has yet to be named), in your capital city for half the cost (rounded down). This ability cannot be replicated)Cost: You have used your first Summoning at least 2 times, and spend 3 resources.
Tier 4 - The Final Summoning: It is now time to call upon the strongest of all powers, through dimensions and ethereal barriers you call upon the greatest of the greats. But not only that, you have decided to make a parade of it! You may place a (specialized unit that yet to be named) on your capital city at half the cost (rounded down). The Specialized units rule for your (first summoning creature) and your (second summoning creature), has been altered from 1 to 2. Cost: You have used your Second summoning at least twice, and you spend 6 resources.
Raye Serenity Commander
Tier 1 - Peaceful Ballad: This ability is triggered after you and your opponent have rolled dice the dice. Once per turn you may nullify all combat from that territory for one round. If you do so, your opponent must retreat one army to an adjacent territory of their choosing.
Tier 2 - Dream Lullaby: Once per turn, whenever an opponent is moving their army to a territory adjacent to your own (for any reason), you may make 2 armies of one particular force stationary for that turn, by putting them to sleep. The armies wake up at the beginning of that player's next upkeep. If the territory the sleeping armies is attacked or is attacking, that player must treat those soldiers as if they are nonexistent. Cost: You spend 2 resources, and you have lulled at least 2 battles.
Tier 3 - Foreshadowing Nightmare: Twice per turn, whenever you are attacking or defending, you may put two of the other players armies to sleep, and treat those soldiers as if they are added to your own. (This can affect the number of attacking or defending dice you may roll). The sleeping soldiers will always be the last units to be removed from the board (of that particular force).Cost: At the start of your turn, if 4 armies are asleep, and you spend 4 resources.
Tier 4 - Prophetic Dreams: Once per rotation (a set of turns where each player goes once), whenever an army moves adjacent to a territory you control (for any reason), you may put that force to sleep. During your turn, you may control that army as if it were your own. You may only conquer 1 territory with that army. If you do, you gain control of that force, and the two territories. If you fail to conquer a territory, and the force still has armies left in it, they wake up during their owner's next upkeep.Cost: You have abused 8 Sleeping Armies using Foreshadowing Nightmare, and you spend 6 resources.
Quelling the Conquest Deck
The acknowledgement of our intercultural family is integral to world peace.
Eliza Faulkner Commander
At the beginning of the game, place a counter on your commander card. This counter cannot be removed. Throughout the game you can only attack players who have attacked you first.
Tier 1 - Remember the Families: This ability triggers whenever a battle between two players (other than yourself) takes up to 2 territories away from a territory you control. Before the players roll dice, you may send 1 army from each player and send them to their capital cities.
Tier 2 - Too tempting an offer: This ability triggers whenever a player is declaring an attacking against another player (including yourself), up to 2 territories away from a territory you control. You may give that player 1 resource you control. If you do so that particular force cannot attack this turn.Cost: You have sent 4 armies to their capital cities, and you spend 2 resources.
Tier 3 - Charitable Actions: During your turn you may build 1 building free of any resource. On every territory you are building a structure, you may place 1 extra army on that territory. You may also place 1 extra army on every territory you are gathering resources from.Cost: You have stopped 2 battles, and you spend 5 resources.
Tier 4 - Pilgrimage to the Peace Lands: If you use this ability, you cannot attack this turn. On every region you control, you may place 1 army on each border territory of that region or regions. On every territory you are constructing a building, you may place 1 additional army. On every territory you are gathering resources you may place an extra army. At the end of your turn you may draw a territory card.Cost: You control at least 5 buildings, and you spend 8 resources.
Lydia Kirsch Commander
At the beginning of the game place a counter on your commander card. It cannot be removed. You cannot attack other players outside of a region that your capital city is in. Unless they attack you in your region first.
Tier 1 - For the Fatherland: During the beginning of your upkeep you may place 1 extra army on a territory you control that's in the same region as your capital city. You may also re-roll 1 dice per turn if it is a territory within the same region as your capital city.
Tier 2 - Cultural Understanding: If you own a territory in a region that belongs to another player, you may move that unit from that territory and place it in any territory you own within the same region as your capital city (and that player may place 1 free army in that territory). If you do so, you may search the territory stack for a territory card and draw it (shuffle the stack afterwards).Cost: You control a region of your own, and spend 3 resources.
Tier 3 - Diplomatic Envoy: During your main action phase, you may send up to 3 different armies to other capital cities that players own. (They are treated as an allied force, but they are not destroyed if another player takes over that territory). At the beginning of your next turn, you may return the armies to your capital city, and during your upkeep phase you may place 3 additional armies.Cost: You own at least 3 territory cards from your region, and you spend 6 resources.
Tier 4 - What is Right: You retain your Diplomatic Envoy Ability. Whenever a territory that belongs to another player within a region that is the same as their capital city is being invaded, you may roll a defending dice in aid to that player. For every round that successfully defends against the invading force, you may receive either 1 army from the player you are defender, 1 resource, or 1 territory card of that player's choosing. Whenever a region where you own a capital city is invaded, you may roll an additional defenders dice. For each successful defend round, you may place 1 army on your capital city.Cost: You have sent out at least 9 Envoys, and you spend 9 resources.
Durable Defenses Deck Upon Stone and Earth, the greatest civilizations were built.
Fitzgerald Karst Commander
Tier 1 - Natural Resource: You are one of the earth, your people were born and raised off the land, and you have not moved far from your roots. At the beginning of the game, put a counter on your commander card. It cannot be removed. As long as this counter is on your commander card, you cannot construct buildings using Echo Tears or Lodestar Shards (this effect is tied to the counter, not the tier ability). During your upkeep you gain 1 Naturia resource.
Tier 2 - Natural Construction: You are skilled at constructing buildings using the natural environment around you. Every building your construct costs 1 less Naturia. In addition, resource nodes you gather from merit 1 extra per successful gather. (Invaders who ambush your gathering armies do not get this bonus). Cost: You spend 6 Resources
Tier 3 - Natural Purification: You may convert your non-Naturia resources into Naturia once per turn. You may also transform non-Naturia nodes into Naturia nodes [this process takes two turns]. The ratio of purification is always 1:1.Cost: You spend 10 resources and have 3 buildings.
Tier 4 - Natural Recreation: The earth is your eternal ally. Once per turn you may pass through any land-based natural barriers (mountains, deserts and non-water barriers), as if they didn't exist. In addition, you may construct a natural barrier [special construct] on one border of a territory you control. This construct cannot be destroyed. You also retain your Natural Purification ability.Cost: You have converted 2 resource nodes into Naturia specific nodes, and you spend 14 resources.
Erik Heiden Commander
Tier 1 - Master Stonework: At the beginning of the game, place a counter on your commander card. This counter cannot be removed. Once per turn you may construct a building instantly (granted you have the resources to do so). Buildings you construct have +1 to defense as long as you have a counter on your commander card (This effect is not tied to this tier, but to the counter).
Tier 2 - Refinement: Buildings you construct cost 1 less naturia resource (as long as you have a counter on your commander card. This effect is tied to the counter, not the tier, but is only activated, when this tier is first reached). Every time you gather a resource from a node, you may roll an eight sided dice. Based on your roll determines your results. (This ability does not drain the node anymore than a regular gathering attempt). Cost: You own 2 buildings and spend 2 resources.
Roll 1 - 2: You gain no resources from your gathering attempt. Roll 3- 4: You gain 1 resource from your gathering attempt. Roll 5-6: You gain 2 resources from your gathering attempt. Roll 7-8: You gain 3 resources from your gathering attempt.
Tier 3 - Master Engineer: Buildings you construct cost 2 less Naturia resource, and they cost 2 less resources to upgrade. In addition, buildings you construct have +2 to defense, as long as you have a counter on your commander card. (This does not stack with previously mentioned abilities. And is tied to the counter, not to the tier, but is activated only when you reach this tier and becomes a permanent effect).Cost: You own 4 buildings, and spend 7 resources.
Tier 4 - Master Architect: You may now build two buildings in one territory space. Cost: You own 6 buildings, and you spend 12 resources.
Otherworldly Obliteration Deck Your defeat is a certainty.
Ixxum Velqend Commander
Tier 1, 2, 3, 4: Conquering Equalizer: Trigger Ability: Whenever you attack or defend a territory, you may remove any number of counters from your commander card, and put that many armies into your territory. Inversely, you may remove that many armies from an enemy territory instead (equal to the number of counters on your commander card). You may place a counter on your commander card whenever you capture a territory.
Tier 1: Maximum Counters = 1 Tier 2: Maximum Counters = 2 Tier 3: Maximum Counters = 4 Tier 4: Maximum Counters = 8
[The Cost resets each tier you elevate] Cost: You have Removed 4 total armies Cost: You have removed 8 total armies Cost: You have removed 12 total armies Cost: You have removed 16 total armies
Victoria Yr Commander
Tier 1, 2, 3, 4: Promise of the Deceased: Trigger Ability: Whenever you attack an opposing territory. Every time you remove a counter from your commander card, sacrifice one army from your attacking force. Remove one counter from your commander card, if you lose this round, nullify the results, and re-roll (abilities used by your opponents can be exhausted). Whenever you sacrifice an army you may add +1 to an attacking dice of your choice. Whenever you capture a territory, you may put a counter on your commander card.
Tier 1 = 1 Maximum Counters Tier 2 = 2 Maximum Counters Tier 3 = 3 Maximum Counters Tier 4 = 4 Maximum Counters
[The Cost resets each tier you elevate] Cost: You have sacrificed 4 total armies Cost: You have sacrificed 8 total armies Cost: You have sacrificed 12 total armies Cost: You have sacrificed 16 total armies
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Post by emergency on Jun 25, 2013 2:04:47 GMT -6
Crimson MaNufacturer Deck[/b][/center][/size][/font] [glow=red,2,300]=================================[/glow] [glow=red,2,300]=================================[/glow] There is no true heir to the land of ________. The mysterious wander that watches is Lasrever. However, there are two face to the same coin. Each time it is your turn, your new sub-commander will be Noit. Effects and progress down on the board by one sub-commander cannot be used by the respective other. The exception is the resource site of Blood Well. Lasrever Revales Sub-Commander of Space
"Reversal simplicity." Blood Well & Trade Secret - Once per upkeep you're allowed to create a blood well in any location you control. A blood well may be stacked multiple times to increase the effect. A blood well will generate blood each turn it exists. The orderly function of how it works is as follows:
1 Blood Well = 1 Blood stack 5 Blood Well = 2 Blood stack 10 Blood Well = 5 Blood stack [UNIQUE RESOURCE: BLOOD] Lasr's foremost vital core is her blood. In combination of being a new business and an endless supply of blood creates opportunists for good trade! But as a master craftsman, blood can only be converted through her and her army to create the three basic resources found throughout the land. The conversion table is as follows: Lodestar Shard | 5 Blood Stacks | Echo Tears | 3 Blood Stacks | Naturia | 2 Blood Stacks |
When an opposing army invades a land of your's successfully, you will lose the well and the blood being harvested will be converted into whatever the new owner's choice. Noit Carfer Sub-Commander of Time
"A mere refraction.""
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Post by Ryan on Jun 25, 2013 23:19:00 GMT -6
Proposed Regions
The Prairie Palace of Leonwind The Lion's Den set upon a vast expanse of a Savannah like prairie
Deck: Positive Reinforcement
The Warlord Hold of Sensal The Warlords of old once held the Sensal Valley with great regard, building their high chambers there
Deck: Positive Reinforcement
The Falls of Cresmire Locked away in a mountainous depression, the twelve streams collide, and that is where Cresmire was forged
Deck: Constructive Juggernaut
The Ziggurat of Torimance The long range can be seen for miles, and standing between its highest peaks is the tallest stronghold ever built
Deck: Constructive Juggernaut
The Spire of Malosei Across the strait of S'he from Vlsandra is another tower known as Malosei
Deck: Innocent Deception
The Aquaden of the Mistwood Within the deepest forest, is the Mistwood, and at her center, is the feared Aquaden
Deck: Innocent Deception
The Grand Castle Hacerock To the North of Prairie Lands, lies the most formidable land-castle ever built, Hacerock
Deck: Loyal Justice
Desert's Edge: The Long hold of Isara Built to see for miles across the orange and yellow sands of the great desert
Deck: Loyal Justice
The Towers of Vlsandra Tall, rickety spires that dominate a peninsula hooking into an inland sea
Deck: Manipulative Recluse
The Abandoned Manor of Drenwood Locked away in the twisted forest of Drenwood is an old Abandoned Manor
Deck: Manipulative Recluse
Roregard Facility A long chain of islands far away in the sea houses a strange...facility
Deck: Analytic Annihilation
The Long Fort of Anstead On the cusp of a knotted jungle is a warehouse Long Fort at Angstead fjord
Deck: Analytic Annihilation
The Chateau of Singing Winds Built near Cren's Crossroad, a village of surrounds the elegant Singing Winds
Deck: Inspiring Dreams & Ambitions
The Knotwood Gorge Beyond the mountains in the land of lakes, the most mystical gorge is at Knotwood
Deck: Inspiring Dreams and Ambitions
The Frost Meadow: The Keep of E'derna To the north, near the tundra, is a brilliantly brisk landscape filled with open meadows and chilly winds
Deck: Quelling the Conquest
The Castle Palace Yvenol Majestic mountains looming in the distance, deep black forests, and crystal clear lakes
Deck: Quelling the Conquest
Sandworn Citadel Held in a pristine oasis is Sandworn, and it's citadel has stood for over a thousand years
Deck: Durable Defenses
Earthhaven at Wormheart Jungle Named after the deadly parasite that once claimed thousands of villages, the treetop city of Earthhaven is nearly impossible to find
Deck: Durable Defenses
The submersible in the silence At the edge of the Murk in the heart of the Grimdom...a silence looms
Deck: Otherworldly Obliteration
The Maelstrom's Heart The wind racks and knacks, and lightning strikes and thunder roars, from the heart of the maelstrom she comes...
Deck: Otherworldly Obiliteration
Tier 1: Coastal Battlements - +1 to defense, +1 to attack [standard]
Tier 2: Summon the Storm - Cost: 5 Lodestar Shards. You may select 1 water passage of your choosing, and permanently block it for the remainder of the game. This passage can shift to another passage [if the water connects] by paying the cost price.
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Post by Ryan on Jun 26, 2013 0:24:54 GMT -6
Proposed Areas (beta)Where all those fancy areas in the proposed region section are analyzed for further use.The Prairie The Prairie is an interesting location, as I imagine that there is little Naturia in these territories. The region could be small, or large, but I always imagined it to be close to the sea on one side. A desolate prairie that marches straight up to the coast. This "area" could be apart of a more concrete region that could be connected to other areas such as Anstead or even further south than that in The Wormheart Jungle where Earthhaven is located. This would be fairly close to replicated a continent that is similar to Africa. Here are Some Beta Images This is not the world map, this is position map. The position map assumes the positions of cities.imgur.com/CCwe1ltimgur.com/KGOND3Fimgur.com/pGu22Hrimgur.com/jCMznyU
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Post by Ryan on Jul 3, 2013 1:24:29 GMT -6
Special Unit Database
Lion Knight
Commander: Zach Carter
The Lion Knights are trained from a young age, as the human riders are exposed to the young cubs at an early age, often times riders and their mounts have a strong connection, able to fight both while riding and separate. Unlike standard soldiers, the Lion Knight is especially skilled at mobility, strength and power. Historically, this unit has often struck terror in the hearts of their enemies.
Abilities
Lead the Charge - The Lion Knight can reinforce +1 territory space due to its superior mobility. The Lion Knight can reinforce in addition to the player's standard reinforcement phase.
Intimidating Roar - Once during your turn, whenever you attack with a force that has a Lion Knight, your opponent has -1 to defense rolls. (You can only use 1 ability per turn)
Devour the Weak - Once during your turn, whenever you attack with a force that has a Lion Knight, you may automatically remove 1 army from the defending territory.
Cost and Limitations
You can train up to three Lion Knights. It takes three turns to train, and you must have a working Echo Shrine constructed to train them. You can only train 1 Lion Knight per Echo Shrine at a time. It costs 4 Naturia, and 1 army to construct a Lion Knight.
Wizened Sage - The Pug Lord
Commander: Dysley Alcott
Although more known for his charismatic (and almost conceited) leadership, there are some that the great Dysley takes great council from. For generations, the positioned of the Wizen Sage has passed down through a linage of wise dogs, who were once outcast from their homelands by the wolves. Luckily, the ancients found the old pugs roaming in the meadows, and took them in as their disciples. Some became very learned, and began to live lives of hundreds of years in length.
Abilities
Giving New Acquaintances a Chance - Following his own words, the Pug Lord convinces would be allies to stay around long enough for Sir Alcott to get used to them. Some of the people that Dysley once regarded poorly, became some of his more trusted allies. Once per turn, you may place 1 army on your capital city as long as the Pug Lord is alive.
Costs and Limitations
You can only have 1 Pug Lord at a time. You can only receive the aid of a Pug Lord if you have an Echo Shrine built. It costs 2 Lodestar Shards, and 2 Echo tears to receive the aid of a Pug Lord.
The Ceremonial Warlord
Commander: Dysley Alcott
During a time of cultural enlightenment for the Ancient peoples, marriage ceremonies were incredibly important functions, that were often waylaid by jealous lords and cutthroats. The elegance of weddings was then conducted by a Ceremonial Warlord, who held a very neutral position in the ruling government. His word was law, and for centuries, these wedding "Warlords" were revered for their skill in battle, and sense of justice, having been trained in schools of morality and philosophy. While their primary function has mostly been lost to time, their battle skills and practices are still used today by an elite class of soldier.
Abilities
In Defense of the Citizens - Protecting the people has been in the Warlord's code since antiquity. Although skilled at combat, the Warlord's specialty is not offensive, (after all, Dysley's predecessors were quite...ambitious), but rather defensive. Whenever a territory a Warlord is present in is being attacked, once per turn you may add +1 to a defensive dice of your choosing. If this is taking place in the capital, you may add an additional +1 to a dice of your choosing.
Evacuate the Premise, I'll handle these guys - Once per turn, you may retreat any number of armies excluding the Warlord from the territory that is being attacked to an adjacent territory. If you do so, you may add +1 for every retreated unit from that territory.
Costs and Limitations
You can only have 2 Warlords at any given time. You must have an Echo Shrine in order to enlist the aid of a Warlord. It costs 2 Naturia and 2 Echo tears and 1 army, to enlist the aid of a Warlord.
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